Author Topic: masking of blend materials  (Read 4722 times)

2015-11-09, 20:28:53

ignicapillus

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Hey community!
With the release of Corona 1.3, I hoped that finally materials IDs of sub-materials would be detected by CMasking_masks... see the attached pic: I need that plastic, print and the silver band on the top left appear on different masks. But they do not :-(

In Vray I could get separate masks and that was super useful in compositing.
Am I the only one to be annoyed by this issue? For me it's very important!

Any suggestion to obtain the masks...?
Thank you!
saw & sew, that's what meshes need

2015-11-09, 21:05:38
Reply #1

romullus

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Hi, it's working here fine, unless i misunderstood your question.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-11-09, 21:41:19
Reply #2

ignicapillus

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Hello romullus, thanks for answering!
In your example, you're working with a Multi/Sub-Object material, while I am interested in separating materials assigned with a blend... my materials don't follow polygons.
saw & sew, that's what meshes need

2015-11-09, 23:36:30
Reply #3

romullus

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Did you try CShading_SourceColor [diffuse]? Maybe that would do the job?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-11-10, 15:02:23
Reply #4

ignicapillus

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I just tried it, but it's not good in all scenarios!
I have a workaround with light materials, but a separate render is needed in order to calculate the masks. It' annoying and time-consuming.

Am I the only one in need of this kind of masks...?
For me it's fundamental for fine tuning of colors and reflections with the client...
saw & sew, that's what meshes need

2015-11-12, 19:54:12
Reply #5

ignicapillus

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I am amazed by the fact that just *one* person interacted with this topic. How can you do serious post-processing without masks working properly?
...I think it's currently the biggest flaw in Corona. Please, developers, answer me... will you fix it? I don't think it requires much effort to repair it!
Best,
ignicapillus
saw & sew, that's what meshes need

2015-11-12, 20:06:09
Reply #6

racoonart

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Maybe the problem is that it's not entirely clear what it is exactly you're doing. You have a blend material controlled by an alpha? And you want to use the MtlIDs of these submaterials to appear in the render element?
Any sufficiently advanced bug is indistinguishable from a feature.

2015-11-12, 20:41:29
Reply #7

ignicapillus

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You perfectly explained my intentions :-)
When the blend material has MtlID=0, Vray makes submaterial IDs appear in the render element.
When the blend material has MtllD different than 0, it overrides the IDs of submaterials.
saw & sew, that's what meshes need

2015-11-12, 20:50:39
Reply #8

racoonart

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So this should probably better be placed into the feature requests forum
Any sufficiently advanced bug is indistinguishable from a feature.