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. _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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