Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 16-03-2013 , 06:28 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374

Using Material ID pass in AE

I've been rendering out a material ID pass with my shots, and I assumed there was a very straightforward way to use each color from them as masks or alpha channels in After Effects, however after some googling, it seems that life isn't so easy, particularly if the colors go beyond straight red green blue, or is there a simple way to key or create mattes from the different colors. I should think this is a common and straightforward problem, otherwise what's the point? (Add in the slight complexity that they may be blurred out of Maya, so a single RGB value won't necessarily work).

# 2 16-03-2013 , 08:10 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472




Avatar Challenge Winner 2010
# 3 16-03-2013 , 08:41 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I suppose so... although it doesn't give perfect results on blurry id passes. Also, either you have to invert the alpha to get a trackmatte (?) or you have to key out every color but the one you want. But it does the job. I've also just had a bit of success using the Change Color effect and then selecting the view > color correction mask instead of the color corrected layer. That seems to have a bit more flexibility with the tolerance?

# 4 17-03-2013 , 03:15 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
One option would be to render out non-blurred images, render out a motion vector pass, and add the blur back in comp.


Imagination is more important than knowledge.
# 5 17-03-2013 , 02:15 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I'm doing pretty significant dof blur, so I don't see a way to do it properly in post unfortunately. But that's a good idea, I'll try that in the next shot I want motion blur.

# 6 17-03-2013 , 09:31 PM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
If you want DOF you could use a z-depth pass instead of a motion vector.


Imagination is more important than knowledge.
# 7 17-03-2013 , 09:37 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Thanks, but I've found AE to give pretty crummy results with anything but subtle DOF with a depth pass. I'll post up the finished shot in a day or so, and I'd be interested to hear if there's a post-production way to give similar DOF results. Maybe Nuke is better? I don't know, I've heard that in render DOF is going to give the best results, despite being expensive.

# 8 17-03-2013 , 11:29 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Stwert I think you need some kind of tutorial on this stuff didgital do one on a ant, to meny button that do stuff we dont know...........dave




Avatar Challenge Winner 2010
# 9 18-03-2013 , 12:40 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Of course, direct out of render will always give you the best result, but it's a trade off of being able to change the DOF without re-rendering in production.


Imagination is more important than knowledge.
# 10 18-03-2013 , 12:53 AM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Yeah, so far with my animation, I've done 3 shots, one with subtle DOF, one with medium, and one with significant. The first was fine in post, the second I did in post, but I wasn't as happy with it. The third I just don't see it working with post-production DOF, but I'm sure there's tips I can learn to improve the quality.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads