Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] Bug Reporting => Topic started by: LucasW on 2020-09-30, 16:47:15
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I encountered a Problem where with Team Render each rendernode calculates different Object ID colors that fucks up my workflow and I need them to keep the same color.
I am working in Cinema R21.207 with corona Version 6.0.
I attached 3 different object ID states.
I am not sure I can share the scene 'cause it is an ongoing project and may contain sensitive 3D data from our client.
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Hi Lucas, If the masking ID is set to "Material ID" and each material has a unique name ie: 1,2,3,4 etc then the colour combination shouldn't change for each render.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=31045.0;attach=134336;image)
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If there is more than one material with the same name then these will be "merged" in the multi-pass render as shown below. Note that 3 of the 4 materials share the same name. I hope that helps! ;)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=31045.0;attach=134338;image)
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Thanks for the reply.
However this won't really help me, since I need Object IDs not Material IDs. Since objects with the same material will merge to one color, but I need to mask every object individually. I could apply different materials to every object, but that would be total overkill for a function that works out of the box in the 3ds max version.
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Any update on this? I think this is a serious issue that my 16 rendernodes are all calculating different object id colors. How am I supposed to colorkey like that when the footage "randomly" changes colors? I am working on another Project now that has the same issue.
I almost missed my last deadline due to having to render the IDs locally on only one machine.
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It is being looked into to see if there's a way to avoid this happening, but it's not a trivial or easy fix. (Internal ID=313390528) for our tracking.
As a thought in the meantime, it would be possible to do the Beauty etc. via Team Render, and then use "Render only masks" on a local machine for a superfast render of the Object ID mask.
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Thanks for the update.
Do you happen to know by any chance if this is a Team Render only problem?
For example working properly with royale render or other rendermanagers.
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It would likely affect any situation with multiple machines, as each machine would generate its own set of colors.
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It would likely affect any situation with multiple machines, as each machine would generate its own set of colors.
I'm not 100% sure, but didn't this problem also occur with 3ds max with backburner, but was fixed long ago?
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Do you have a fixed amount of scene entities?
That excludes things like particle systems, Cloners with varying amounts, animated "Enabled" parameters and so on.
So basically all that would alter the scene's object-count.