Object ID in a group?

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?

Yes it is normal.
You have to use users attribute + extra text render element to do whats you want.

I wonder about that too. Could you please provide simple how-to if it’s not too complicated? Thanks.

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.

thats more or less the same problem im talking about in the other thread…
http://forums.chaosgroup.com/showthread.php?79458-add-attributes-to-selection-sets-selection-set-manager

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…

What do you want to see in this second multimate? All objects (sphere1, sphere2, sphere3) having objectid=4 ?

Thanks, but I did not find much information on how it works, you can help?

Thanks friend, where are yours tutorial, i don’t find it on your youtube channel.

Thanks! i’ll try it!

Yes, the spheres is only an exemple to simplify and explain my problem. But that is i need to do

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 can’t set IDs using material IDs in shader levels :frowning:
here is my scene.
http://www.igorvfx.com/forum/vray/color.jpg

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

here

http://forums.chaosgroup.com/showthread.php?69079-Vray-User-Scalar-tutorial

Thanks!! i 'll try it!

See an example with ExtraTex and VRayUserScalar.
extra_tex_multimatter.zip (10.4 KB)

Thanks t.petrov, but if i have another object?
create a new ball and don’t set any atributte, this object appears white on render element extratex..
http://www.igorvfx.com/forum/vray/mask\_color1.jpg
http://www.igorvfx.com/forum/vray/mask\_color2.jpg

and in my test scene i have a same problem, the other objects is white, and domelight too appears
http://www.igorvfx.com/forum/vray/mask\_test.jpg

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. :slight_smile:

woww.. thanks!! you are right!

Thanks friends!!!

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