maya and mental ray. we are using a script i made, it does the entire render 
settings and setups render layers and passes on almost every shot of a film. 
for the masks we use a window with some buttons wich creates and assigns 
materials (rgb or "multirgb"  surface shaders) in "RGBMask" renderLayer.
i'm thinkin about using two layers to keep objects without overlaping, so we 
can use "multi rgb colors" with alpha to provide aliasing data. but also it 
feels not really good for every situation.
probably a mix of these two methods is the best solution but also it sounds 
complicated :/

found that:
http://www.vfxtalk.com/threads/29303-Using-more-the-RGB-for-mask-channels
From: [email protected]
Date: Sun, 2 Dec 2012 17:46:05 -0800
Subject: Re: [Nuke-users] RGB Masks
To: [email protected]

Which renderer & 3d application are you using?  There are many scripts out 
there for automating doing rgb or matte only passes in an exr file.  
Unfortunately as Nathan mentioned, object id passes are very poor for this type 
of work.  I’ve used them over the years for quick and dirty masking but for 
anything with precision with proper masking, they never work very well.

-----

Deke Kincaid

Creative Specialist

The Foundry

Mobile: (310) 883 4313

Tel: (310) 399 4555 - Fax: (310) 450 4516



The Foundry Visionmongers Ltd.

Registered in England and Wales No: 4642027



On Sun, Dec 2, 2012 at 3:51 PM, Nathan Rusch <[email protected]> wrote:








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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