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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