I encountered a Problem where with Team Render each rendernode calculates different Object ID colors that fucks up my workflow and I need them to keep the same color.
I am working in Cinema R21.207 with corona Version 6.0.
I attached 3 different object ID states.
I am not sure I can share the scene 'cause it is an ongoing project and may contain sensitive 3D data from our client.
Hi Lucas, If the masking ID is set to “Material ID” and each material has a unique name ie: 1,2,3,4 etc then the colour combination shouldn’t change for each render.
If there is more than one material with the same name then these will be “merged” in the multi-pass render as shown below. Note that 3 of the 4 materials share the same name. I hope that helps!
However this won’t really help me, since I need Object IDs not Material IDs. Since objects with the same material will merge to one color, but I need to mask every object individually. I could apply different materials to every object, but that would be total overkill for a function that works out of the box in the 3ds max version.
Any update on this? I think this is a serious issue that my 16 rendernodes are all calculating different object id colors. How am I supposed to colorkey like that when the footage “randomly” changes colors? I am working on another Project now that has the same issue.
I almost missed my last deadline due to having to render the IDs locally on only one machine.
It is being looked into to see if there’s a way to avoid this happening, but it’s not a trivial or easy fix. (Internal ID=313390528) for our tracking.
As a thought in the meantime, it would be possible to do the Beauty etc. via Team Render, and then use “Render only masks” on a local machine for a superfast render of the Object ID mask.
Do you have a fixed amount of scene entities?
That excludes things like particle systems, Cloners with varying amounts, animated “Enabled” parameters and so on.
So basically all that would alter the scene’s object-count.