VrayObjectID pass in Blender

in 3ds max are VrayObjectID (examples Render Stuff: Free Assets and Resources for Digital Content Creators http://i.ytimg.com/vi/gWnpIFMK\_b0/maxresdefault.jpg what i mean) render element. He give in result pic with obj id color pass. With This script http://www.scriptspot.com/3ds-max/scripts/idtool in one click we recieve random object id per all selected objects. With this two simple steps we have a pass with convenient color information for comp\color correct.

question: how to likewise easy take this VrayObjectID pass in Blender?

1. “Render ID” pass
2. “Node ID” pass (“Relations” → “Pass Index” is used in this pass)

Render ID - is cool. thanks.
p.s. for me general lack - is vray4blender very different from vray4max - nodes is cool - in fact - but all knowledge from 3dsmax here not work. I seen you start write documentation. But there are disadvantage - in the description of the nodes no information about where and how it is used mostly.
For example - i even did not understand how to use “Node ID”
But it is not significantly

i even did not understand how to use “Node ID”
Well, the same way as “Render ID”:

this is a great tip…

could you tell me how to use the z-depth channel for create the depth of field in post production ??
in the animations I would like to speed up render time but I’m not able to create a map to use in post

blendervrayf, just google “vray z-depth photoshop” or “vray z-depth nuke” =)

thank you guys ..
the problem is not with the post production but with vray.
Now I understand how to create a map with vray (I had read the guide but there’s no practical reference).
Now I create the map by changing the value black end white distance and everything works but I do not understand how to use the depth from the camera.

but I do not understand how to use the depth from the camera.
Depth from camera show focal point. With zdepth pass you resolve another task - you can choose you self focal point. You dont need DOF for zdepth pass.

great thanks

one last question ..
how do you export the reflection map? sorry for my incompetence

how do you export the reflection map
To be honest I did not understand the question.
If you mean reflection chanel (render elements)- then - as well as zdepth chan add + new chanel and

you understood well ..almost everything is there
thank you and have a nice day

Well this setup works by luck =) Render channels have it’s own nodetree: Global node editor → Q → UP “Render Channels” ( https://github.com/bdancer/vb30/wiki/Nodes-Layout)

Well this setup works by luck
This words is interesting because this rig of nodes base on what i asked some time ago and you, Andrey show me “how to” :slight_smile:
This render elements in feature will be removed from nodes and remain there where you show here https://github.com/bdancer/vb30/wiki/Nodes-Layout or both setups will remain same?

btw here screen where now this button placed, little different place than in wiki

base on what i asked some time ago and you, Andrey show me “how to”
Could you please show me the post where I was telling you to connect render channels to effects? Asking because if so I’ll need to remove this post =)

or both setups will remain same?
Which both? Render channels are located in render channels tree, env / effect - in Environment tree.

Could you please show me the post where I was telling
Looked my previous posts - you’re right, you did not write what I said. You wrote only about Color Channel - I came up with everything else. Excuse me!

Well this setup works by luck =)
This http://forums.chaosgroup.com/attachment.php?attachmentid=24505&d=1433253152 variant is working? You write they work by luck? And I ask - they stay same or you remove they? Color Channel->Effect containetr->world output. Or i again do not understand something?

Or i again do not understand something?
Channels tree and environment tree are 2 completely different trees and they are located in different places.

Channels tree is for render channels:

Env. tree is for background settings and effects (toon, fog, etc):

Trees could also be accessible from “global editor” via pie-menu (“Q” - to show tree, “Shift-Q” to add tree):