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Ability to export a seperate matte for each object id?

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  • Ability to export a seperate matte for each object id?

    Hi Folks,

    I've just started using the vray frame buffer and render passes and more speciifically the object id channel - it looks like a really handy way that I can pass a lot of object mattes down to the flame op here and I was just wondering would it be possible to rather than having a unique colour for each of the object ids, would it be possible to get vray to output a white and black matte channel for each object id instead? It's be much handier than trying to key each colour to get each channel. I don't use object ids all that often so it could be me doing something quite daft - any thoughts on this?

  • #2
    it *should* be possible to script a render effect that does just that.

    I'll try looking into it later on (tonite/tomorrow).

    No transparency would come out though, but i guess you know that already


    Lele

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    • #3
      Hmm - would it render with the same camera motion blur as vray though?

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      • #4
        my guestimation is that it would work as a POST effect.
        Ie. taking the rendered objID, and copying each different id into a new BW image.
        IF it worked like that, it would surely take into account the moblur/DoF when done in camera.

        You might, though, try and script something comp-side.
        Shake, or even DF might do the same job on an objID layer.
        Wouldn't know about Flame, but if combustion is anything to go by, it's going to be hard-ish.

        Lele

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        • #5
          Ah yes getcha now - Just have to figure out what way maxscript has access to object id channels.

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          • #6
            seems its accessible by maxscript since max8:
            Object_ID : RenderElement
            Object_ID - superclass: RenderElement; super-superclass:MAXWrapper - 5:0 - classID: #(21, 0)

            NEW in 3ds Max 8: The Object_ID RenderElement outputs the Object IDs assigned to objects via the Object Properties dialog.

            Note:

            This RenderElement is not available in Autodesk VIZ.

            Constructor

            Object_ID ...

            objectIDRenderElement ...

            Properties

            <Object_ID>.bitmap UndefinedClass default: undefined -- bitmap;

            Gets the bitmap the RenderElement writes to.

            <Object_ID>.colorMode Integer default: 1 -- integer; Object_ID

            Gets/Sets the color mode.

            Possible values are:

            0 - Object Color

            1 - Object ID

            <Object_ID>.elementName String default: "Object ID" -- string

            Gets/Sets the name of the RenderElement.

            <Object_ID>.enabled BooleanClass default: true -- boolean

            Enables/Disables the RenderElement.

            <Object_ID>.filterOn BooleanClass default: false -- boolean; FilteringOn

            Enables/Disables filtering for the RenderElement.

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            • #7
              Cheers for that Mike - I wonder does vray use the same methods? I'll look into that later this evening when i'm less hungover

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              • #8
                I was looking into the algorithm to use to achieve that, and just noticed that the objID is not taking into account moblur...
                So you'd get a wrong type of alpha as output.

                Maybe it's just me, but that's how it looks rendering from either Vray's framebuffer or max's own.

                Lele

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