The issue is that your objects overlap, and since most of those matte colors
contain combinations of red, green, and blue, your edge information is lost in
cases where any two overlapping objects make use of the same channel. The only
way to properly and reliably use this kind of color scheme for matte generation
is if your objects never overlap each other, or if you can plan your
distribution to prevent overlap in shared channels.
You should really be rendering each mask to its own channel.
-Nathan
From: franco cortesi
Sent: Sunday, December 02, 2012 3:42 PM
To: [email protected]
Subject: [Nuke-users] RGB Masks
i have lots of masks rendered like this one, with many colors, aliasing and
file format is exr 32 fp.
in nuke i was planning to use a pluggin named j-ops, but the result of
separating those colors with this plugin is someting like un-aliased and erode
mask.
using blur and matrix nodes to correct those problems doesn't give a good
result every time, so i'm searching for a solution, i think some keyers
probably? but also doesn't seems to be the best solution.
if there is another way (un-filtered+matrix for example, or by using double
resolution..) i'm also interested. but for now, i have to fix lots of mask like
those described. workflow is maya, with surface shaders for the colors and
aliasing. planing to use something like that with max if can be possible.
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