Totally forgot about deepEXR.
Yes, this is an option.

Thank you so much for jogging my brain,
I really appreciate the help!

On Mon, Aug 31, 2015 at 11:32 PM, Jason S <[email protected]> wrote:

>
> This may be of help if Deep Exr's are an option:
>
> http://jokermartini.com/deep-compositing-101/
> http://jokermartini.com/deep-compositing-102/
> (shown using Vray for 3dsM but should apply to anything)
>
>
>
> They Mention that deep can be slow, and it really can be much slower, but
> the benefits can still make it worth it.
>
> Quote:
> *There are many benefits to compositing with Deep Image EXR’s such as no
> edging errors, 3D depth data and having more information to manipulate the
> digital images. The main drawback is that the image files can become very
> large and slow to composite. Below is an image showcasing the errors
> produced when compositing ‘Non-Deep Image EXR’ compared to ‘Deep Image
> EXR’. If you view the image below full screen, you’ll see the edges which
> overlap the middle teapot have a slight glow around their edges. Comparing
> that to the image on the right, you’ll see there is no glowing edges,
> making for a correct result after color correction. I drastically changed
> the color of the middle teapot to blue. You can see below the left image is
> full of errors while the right image contains no errors.*
>
>
>
>
>
> On 08/31/15 22:13, Jason S wrote:
>
> Are you exclusively using pure Red Green Blue (and Alpha) as your tile
> colors?
>
> (or are you using deep images?)
>
> Because otherwise you cant use object ID colors to isolate elements of
> variable opacity midpoints (inherent to volumes) to get something like this
> (below) once isolated.
>
>
>
> For the same reason (non-deep) arbitrarily colored objectID images are
> typically rendered at 2X+ size, to extract grayscale tiles (white (1)  *OR
> *black (0) )
> and then resize down to have antialising midpoints around edges of
> isolated elements.
>
> Or perhaps not as convenient as for all other elements with ID's, but how
> about just setting-up a pass for your volumes with all objects black (with
> black alpha)?
>
>
> On 08/30/15 6:18, Perry Harovas wrote:
>
> Hi all,
>
> Sorry to ask this here.
> Have asked in other places with no real response.
>
> Does anyone know if it is possible to have Arnold output
> what is essentially an object ID pass (different colors for each object)
> but for volumes within Arnold?
>
> I have some VDB smoke, then some other smoke in a different VDB.
> They both use different Volume_Collector shaders with different settings.
>
> Is there a way to spit out a pass that shows me the volume, but lit flat
> so I can use it as an object ID mask to tweak inside of Nuke?
>
> I can get all the geometry in the scene to output a Object ID AOV
> except the volumes. They are rendered lit with shadows and lighting
> colors, etc.
>
>
> Without having to render a totally different pass, is there a way to
> output an AOV
> that can isolate the volumes, each one differently with a different color
> for each volume, so I can tweak them independent of each other?
>
> I can use the Volume Opacity AOV, but it outputs ALL the volumes as one
> color (white, with transparency) in the resulting AOV. This would be
> perfect, if each volume had a different color, not all the same white color.
>
> Hope this is clear.
>
> Thanks for any help!
>
> Perry
>
>
>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

-25 Years Experience
-Member of the Visual Effects Society (VES)

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