I would look at the djx mattePassMaker mel script for Maya/MR.  It makes it
very easy to generate lots of matte passes in a single exr.

http://www.djx.com.au/blog/2010/08/30/mattepassmaker-mel/

-----
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 10:19 PM, franco cortesi <[email protected]>wrote:

>  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 <[email protected]>
> *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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