Hi friends, i’m having problens to set my multimatte using object id.
I can add an object id to a maya group?
For exemple, i have 3 spheres in 1 group called BALLS
sphere1 have object id 1
sphere2 have object id 2
sphere3 have object id 3
and i create a multimatte in a render element and set R=1, G=2 and B=3. OK it works fine
But i can set a object id for my BALLS group?
i created an object id 4 for this group and add a new multimatte and set R=4, but it don’t work for me
I’m doing something wrong? or is there another way to do this?
i need to create a new render layer and use a leyer overide to set new ids to all spheres?
Could anyone help me?
This kind of thing is not allowed/supported. Though it would be nice.
You can do it few other ways, for example assign a different id at shader level. Or read my tutorial about user scalar and pass the id to vray extra texture that way as bigbossfr mentioned.
vray needs to work with maya selection sets…
move some objects into a “maya selection set” and add whatever attribute you need to the set… like arnold…
or an asignment editor like 3delight…
Then you cannot use the object ids to fulfill this, because the object id is exported as a single number to the V-Ray core.
You have to use one of the methods mentioned above.
i have same materials for all characters, and my compositor wants to separate this.
here is my mmt using object IDs → http://www.igorvfx.com/forum/vray/rgb.jpg
And i need another mmt like this → http://www.igorvfx.com/forum/vray/masks.jpg
I could only make this last mmt using a new renderlayer and creating layeroveride in object IDs, but this method is very very hard to set in many scenes
There is a default colour in the VRayUserScalar node that is used when there is no matching attribute for that object.
Probably you need to set it to black, because the default is 0.5 gray.
it would be easier to have object iDs for sets and the ability to override the IDs only for specified renderelements.
maya set <--> object iD <--> multimatte