Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: julecocq on 2016-05-24, 12:45:55
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Hi guys,
A great feature would be to:
1- Add a ID to all materials present in a scene, in an automatic way, without having to add them manually. And more than 16 IDs...
2- Add all mask ID render element needed to render all masks, without again, having to add them manually in the render element tab.
At work I'm using Maya / Vray, and we have developped a script to do this in 2 clicks.
Maybe there is way to do that already ?
What do you think ?
Thanks guys !
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Does it not work that way already (1) ? Or maybe I understand it wrong, but all you have to do is select MatID pass and it will randomize each element for you.
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oh yeah ? If yes I didn't know it.
edit: But is it rendering/randomizing RGB masks ? no RGB is a no go...
what about point 2 ?
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Hmm, masks, you're right not sure, since I don't use that. I remember DBOX guys asking me something similar last year....
Maru will answer for sure
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add render element CMasking_ID and in Masking by ID rollout set to Material ID.
What you get is a render pass with random colors per material. Is that what you're asking for?
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well, this is an option... but random colors is not the best.
RGB masks are the best for selection.
So what I ask for, is, a feature which allows to create all RBG masks you need, in a few clicks.
1- Add an ID in all material present in the scene (more than 16)
2- Add all render element needed to render the mask
When u have 100 materials visible in ur render, it's a bit painfull to add 33/34 RGB masks render elements.
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1- Add an ID in all material present in the scene (more than 16)
This is just not possible with Max. You cannot break the 15/16 ID barrier even by scripting, it´s not an UI restriction.
The all-material-pass(es) you are looking for would have to be created differently (maybe by creating object clusters and use the AND condition in CMasing_Mask together with Manual selections or GBuffer ID to get more than 15 IDs to distinguish) or somehow Corona internally.
At least a script like this would be no fun to write and it also wouldn´t be able to handle every scene - a frustrating mess :)
Good Luck!
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This is really bad...
When you have DOF or Motion Blur, having RGB masks is the best. I don't understand why such a simple thing is not possible in Max.
You guys at Corona have an idea ?
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It should be possible for someone to script a simple version of this which does the following:
- for each unique material in the scene create a CoronaMask element and include all the objects with that material assigned to them
You can then Render Only Elements and there should be X number of mask elements - a simple b/w mask for each material type.
Now if someone can be bothered to do it... :)
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You ignore for example multisub materials (and whatever else might arise). Think of a car (single mesh) having 30 or more materials. So It has to be some AND operation with material IDs - somehow.
IMHO the only proper option which would work in every(?) scene is to render each material in a seperate (render) pass by batch. This could be automated by script yes, but... it´s ugly :)
Good Luck
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There are scripts working for Vray, so we should find a way to do that with corona :)
Good idea Alexyork !
Or what about having a script/feature doing:
1_For all shaders in the scene, select by material
2_Add an object ID to the geo
3_Add all render element needed to render the mask
?
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This seems like very specific request that is not suited for general usage - it is used for very specific workflow and is extremely memory demanding. I am moving this to resolved without implementing, as it is more suitable to do via custom-made script