Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Makovsky on 2014-06-03, 23:28:21

Title: Masking problem.
Post by: Makovsky on 2014-06-03, 23:28:21
Hi, here is 2 renders. One is beauty and second is WireColor mask, ask you can see some objects have similar color to the background? WHY? Now i cant extract picture from background :(
Title: Re: Masking problem.
Post by: Utroll on 2014-06-04, 09:11:32
why don't you just set another color to wire for your background then, corona is just taking the value from 3dsmax for those color ?
With much more objects I tend to render materialID and geometryID pass too, always handy to have more options for postprod
Title: Re: Masking problem.
Post by: Makovsky on 2014-06-04, 23:55:39
Quote
why don't you just set another color to wire for your background then, corona is just taking the value from 3dsmax for those color ?

I think that WireColor mask is automatically arrange colors to objects.
In corona elements section there is only CMasking_ID - is it for object ID or material?
Title: Re: Masking problem.
Post by: Utroll on 2014-06-05, 08:38:41
WireColor from Corona simply relay the wire color given in 3dsmax.

For further 'automatic' masking passes you have to 'add...' in render elements of render setup panel the 'CMasking_ID' .. then if you scroll down after selecting that new pass you have different option like primitive_ID, material_ID, etc... just give a try to see which ones might save your time in cases like one you had.

When using a studio background you could use a CMasking_mask on that one, to have a sort of alpha to differentiate your work and its background.

Aside Soulburn scripts pack has a 'wireColorRandomizer', but I cannot say if it's taking care to avoid replicated color on different objects or not. I gues it does.
Title: Re: Masking problem.
Post by: Makovsky on 2014-06-05, 21:08:13
OK, thank you for help.
Title: Re: Masking problem.
Post by: Utroll on 2014-06-06, 12:32:57
You're welcome, forum are meant for, or insulting each other as well..

You can of course add many times render element 'CMasking_ID' with each times different options (material, primitive,etc ) for each. You are not restricted to use one. Just in case, I guess you guessed it too.