Ive got a question regarding blend shaders and how to get the shaders within that node to be visible as IDs. Basically Ive got a product to render that has been given to me as one piece of geo, which is fine. The different areas of the packing have been broken out for labels using masks and there is a VrayMtl with a mask to create the packaging. This all works fine for the beauty. Now when I need IDs however, how can I get those VrayMtls to register as multiu-matte IDs? Ive tried assigning IDs to the shaders within the blend node, and Ive tried crypto-matte. In the end I did it the old fashioned way and manually setup RGB ID layers using surfaceShaders and shader overrides.
I know the material select element can pull out information about whats in a blend material as we do it all the time for carpaints. So is there a way to grab that info and use it for automated IDs?
I know the material select element can pull out information about whats in a blend material as we do it all the time for carpaints. So is there a way to grab that info and use it for automated IDs?
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