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[REQ] Material ID Tracer with Alpha

Posted: Fri Jul 25, 2014 8:39 pm
by pixie
It would be nice if when a material has an alpha channel aplied, that transparence is acknowledge also in the Material, so that we can have a match between the final image and the Material ID.

Re: [REQ] Material ID Tracer with Alpha

Posted: Fri Jul 25, 2014 9:28 pm
by bubs
+1

This would be very useful

Re: [REQ] Material ID Tracer with Alpha

Posted: Fri Jul 25, 2014 10:04 pm
by Zom-B
I also requested this from the devs, so here is my +1

If the devs should touch MatID, I have some few more things to update to:

The colors choosen by Indigo are sometimes very close to each other. Why not pic colors from the color wheel so that all materials are as far away from each other as possible?
Custom ID color for complex scenes the automatic color assignment quickly becomes suboptimal.
a optional <MatID_color> for a material would help here a lot!

GPU support: The speed of the MatID pass is kind of super slow compared to what the output actually is.
Rendering in Big print rez simply takes way to long...
Since MatID has super simple "materials" and the CPU should be able to feed the GPU quickly...

Save Material ID (and other passes) as RPF file.
RPF files are often used for Material and Obejct IDs, zDepth, normals, UV coordinates etc. also they can be loaded and are very usefull if working in After Effects etc. with your renderings. maybe multi layer EXRs work here as fine too. I need to investigate:
https://www.youtube.com/watch?v=guYaEmOAG-c
http://download.autodesk.com/us/3dsmax/ ... d28e537485

Other render engines output the Material ID passes without AnitiAliasing, maybe because the AA causes a color mix in the contact areas of IDs, causing a new artificial ID: http://rbcdn.polytown.netdna-cdn.com/wp ... ame_id.jpg

Re: [REQ] Material ID Tracer with Alpha

Posted: Fri Jul 25, 2014 11:14 pm
by kklors
+10000000

Been fighting with this for quite a while now myself. More often on Zpasses, when you map a texture with transparency onto a plane and it shows the rectangular plane in the depth, but no idea if that is even possible to overcome.

But generally the materialID pass the way it is right now ends up being useless more often than not. Not only because of the alpha thing, but also because even if talking about just stills, you can't color pick in 32bit. So you have to make some mattes in 8bit and then transfer them to float. In animation, AE or Nuke can't do too much with color mattes that are too close to each other in tone.

So having basic RGB aovs you could set yourself per material would be worth gold in Nuke but also in PS. I might be wrong here, but even better would be an ObjectID pass, both in workflow for some scenes, but also because in some cases you wouldn't have to mess with premult on shaders with transparency.

Re: [REQ] Material ID Tracer with Alpha

Posted: Fri Jul 25, 2014 11:32 pm
by Zom-B
kklors wrote:you can't color pick in 32bit. So you have to make some mattes in 8bit and then transfer them to float.
Why not directly convert 32bit to 16 bit,a nd keeping some more details?!
Saving as 16bit PNG would be still a great feature dear devs ;)

kklors wrote:In animation, AE or Nuke can't do too much with color mattes that are too close to each other in tone.
Using AEs filters in the category "3D-Chanel" can help here a lot, but RPF files or other stuff is needed here afaik...

Re: [REQ] Material ID Tracer with Alpha

Posted: Sun Jul 27, 2014 8:37 pm
by Zom-B
BTW: Would be great if the Depth Pass would also take NullMat transparency into account...

Re: [REQ] Material ID Tracer with Alpha

Posted: Mon Jul 28, 2014 8:55 am
by FakeShamus
Just here to +1 for 16-bit png and tiff output option. 32 bit exr is great, but it never has the same look as the png after correcting for exposure in photoshop.