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)

