this was once just a post on the wishlist, but it’s getting more urgent in our production right now. We are doing carconfigurators with a lot of matte objects and always render hundreds of layers with just little content.
Unfortunately the materialID always gets computed for all matteObjects which is really render-timeconsuming. To fix this the Option “Affect matte objects” would really make sense on the materialID-RenderElement as well as on the zDepth and velocity and all other RE which do not have that option yet.
Could you please give this request higher priority if possible!!! That would really help us over here…
good to see that i am not the only one who needs that…
i also think this option should also be implemented to ALL other renderelements…like e.g. z-depth and velocity…i already noted that in the latter cases it would be extremly important for filtering type “nearest to camera” that only samples are taken into account that are NOT from matte objects…this get’s us a lot of problems over here with depth compositing.
Actually is there a case where you would *not* want a matte object to be matte for *all* render elements? I’m just thinking if I could implement this in a general way instead of having an option in each element.
for now i think there are not many cases where one needs a matte object to be visible in any RenderElement, since one usally renders this specific matte object in an extra renderlayer most of the time.
EDIT: I think there may be a lot of users out there who see things different, cause i can only spec for our specific pipeline…so maybe keeping this as an “option” is the best way to go…
Is this something that would possible to be added to the 3DSMAX version aswell? I also need the option of letting the matte objects affect the renderelements.