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Hi guys,
Keep in mind that V-Ray Core has the Cryptomatte element available.
It works great for Nuke compositing but Photoshop still does not support it.
Once it's supported we'll make sure to add it in SketchUp.
Konstantin
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Yeah, but I think its belt and suspenders. MaterialID is not a great solution in general, just because you can't comp with absolutely values and there are some inherent accuracy and AA issues with color picker/magic wand/etc. Lower res and stills (ie Pshop) it works OK, but I recently finished up an animation where I was trying to use the matID to tweak the exposure of a leaf structure in After Effects and frankly the keying tools sucked to work with - something like this would have been awesome at the time.
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This is very useful, especially when you know what you want a channel for. In some cases, clients are unpredictable and they may want to change the hue of something randomly in the background. MaterialID just covers all the bases.
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Originally posted by delineator View Posttesting it out now - first pass and I"m getting yellow and cyans. Is that intentional? I'm assuming not, maybe its because I have some wonky object ID's?
What you've described is really strange. The MultiMatte element can't produce colors different from Red / Green / Blue.
Can you share a scene that I can test?
Regards,
Konstantin
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testing it out now - first pass and I"m getting yellow and cyans. Is that intentional? I'm assuming not, maybe its because I have some wonky object ID's?
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Hi guys,
The MaterialID will be supported on the GPU in the future. The GPU team is working on it as we speak.
Another thing that I have to point out is that the most robust way of rendering masks in 3dsMax for example is using MultiMatte render elemet.
This is a render element that renders R G B channel masks for 3 scene object or material IDs (integer number IDs).
If you want to mask more than 3 IDs you just create multiple MultiMattes.
The reason why people prefer this approach is that the RGB channel masks can be extracted and applied with perfect anti-aliasing in post (unlike the MaterialID).
We are considering adding this render element in SketchUp but we are still trying to design a good way to do it.
If you want to experiment a little with this element you can try the following:
1. Set object IDs in SketchUp :
2. Run the following script once (per session):
Code:module VRay module ObjectProperties BEFORE_RENDER_STARTED_CALLBACK ||= VRay.on(:beforeRenderStarted){ ids = Sketchup.active_model.definitions.collect{|definition| ObjectProperties.get_object_id(definition) }.compact.sort ids.each_slice(3).with_index{|(r,g,b), i| name = "MM#{i}" mm = Renderer.active.create_plugin(:RenderChannelMultiMatte, name, {name:"#{name}(#{r},#{g},#{b})", red_id: r, green_id: g, blue_id: b}) } } def self.get_object_id(entity) entity.get_attribute(OBJECT_PROPERTIES_DICTIONARY_NAME, "objectID") end def self.set_object_id(entity, value) if value entity.set_attribute(OBJECT_PROPERTIES_DICTIONARY_NAME, "objectID", value) else entity.delete_attribute(OBJECT_PROPERTIES_DICTIONARY_NAME, "objectID") end end end end
Code:VRay::ObjectProperties::BEFORE_RENDER_STARTED_CALLBACK.disable
or
Code:VRay::ObjectProperties::BEFORE_RENDER_STARTED_CALLBACK.enable
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The script will check the number of ObjectIDs that you have in the scene and auto-create the corresponding number of MultiMatte render elements (they'll only show up in the VFB).
You can experiment with the script a little and let me know what you think. We might decide to add similar option in the UI in the future.
Regards,
Konstantin
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Just wanted to add GPU support is on our roadmap for the next big update.
Kind regards,
Peter
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Originally posted by ValeroStudio View PostAny tricks for getting a super fast MaterialID channel?
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Yep, no GPU support for MatID anywhere. Must be a holdover from not initially considering GPU rendering as a production tool, hope they fix it soon.
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Is it like this in Max and Blender as well? Sounds crazy that people have dealt with it this long.
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I've been sorta getting around it by using the diffuse render channel. Of course it's not very useful where textures are used, but it's better than nothing.
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Material IDs way more important than TexEdges. This basically is a hybrid killer... stuck using CPU for prodution is a bummer
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