Apologies - I meant if I open a scene to get a mask out after I’ve done the main render (using Render only masks) - I’d have to let it render for as long as the initial render to ensure it was Pixel perfect i.e. the black and white mask selection perfectly selected the area in PS, as it gradually improves longer it renders.
Basically I just want to select an object and get a white mask for it - exactly the way Render Mask works with Vray - although I’ve since read that RenderMask has been updated to work with Corona so i’ll give that a go.
I just want to revive this as it’s still bugging me, I just can’t seem to be able to get a clean mask that doesn’t result in halos/black edges around the selection.
I normally render to a noise percentage.
I’ve got a 5000px render that I set to 3% noise.
I now need a mask for one of the objects.
If I open the file, and add those objects to a monochromatic CMasking_Mask element, tick render only masks, and hit render, it gives me a mask but it’s not correct. Mainly because I don’t know when to stop the render?
During the main render I can see the noise percentage reducing in the stats tab, but when I’m just rendering a mask, it just says Unknown?
If i zoom in to the point where I can see the antialiasing, i can see the white mask constantly refining which means I’ll never know when it matches the render for a perfect mask.
I feel like I’ve gone back to 2010 when it comes to masking
I appreciate it would be perfect has I set it up with the render, but that’s not always the case.
This is a problem indeed. I work for illustrators regularly and they need perfect masks, and with the CMasking_Mask element there is always a kind of “halo” around the mask, even after 300 passes in 6000 pixels…
What could be the solution ? 500-600 passes ?
It would be great if it solution for that. I am saving beauty with exr output and I am getting those “halo” effect too (background invisible). It is not a problem with vray, but as somebody mentioned before maybe it is connected with progressive/bucket rendering?
In cases like this it would be preferred if you render and export the masks separately, depending on scene complexity I’d say 100-150+ passes always worked for me personally, even on 5000+ resolution. For the moment the masks seem to be linked to the noise limitation constrain when rendered with beauty. And while beauty might look fine with a minor de-noising and scene noise limit at 3%, that can be achieved in 10 passes (for very simple scenes), the edges on certain elements won’t look great.
We are looking more into this issue for further improvements, issue has been reported.
Jokes aside, frankly it’s a shady issue, and even in my personal experience I’ve never encountered an issue with Corona_masks and we used wire-color, alpha and ID’s a lot. All of my projects are noise limit based usually around the 2-3% mark, with passes surpassing the 300 per render for 3k to 4k resolutions. So this inconvenience for some is totally invisible to many. Nonetheless there is room for improvement and space for more user friendly workflows when rendering certain corona masks.
Step by step things will be improved :), thank you for highlighting the issue.
Speaking of masks, how about a slight shift with masks when viewed through a glass with refraction on? It doesn’t happen when the glass is just a single plane with the thin option one, but it’s always there with regular glass
These masks issues would be so great to fix, I think that’s one of the major points that’s letting Corona down.
In those attached examples, the first has a green overlay where the mask should ideally match the object, and the second I just circled the area that’s off. First one is OBJ ID mask, second MAT ID if that makes any difference