Basic composting help!!!

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  01 January 2013
Basic composting help!!!

Greetings CG society,

I come to you seeking information with regards to some basic composting questions. Really the main issue here is the use of ID passes in nuke. I recently started working in a new studio with a lot of technical and artistic experience with regards to programs such as Maya, Zbrush, etc. However, when it comes to comping all of us know only a little about setting up scenes. At the moment we are working on a project and have set up our renders with the passes necessary to composite a very professional looking piece, however bringing it all together is becoming an issue. We've been searching for answers all over the web through tutorials from DT and Gnomon videos, to forum posts on most major cg websites and we cannot seem to find a solid explanation of how to maximize the use of a custom ID pass from maya to make color corrections and composting masks in Nuke. for example we have a large crowd simulation in our video that we are coming into a 3D basketball stadium, things like reflection, beauty, ao, and shadow passes are really easy to set up, but when it comes time to start masking out sections and adding the crowd to the final scene we hit a wall. At the moment we've been attempting to use a form of keying and alpha masks, which does work, but only for one selection. I'm sure there is a very simple way to do this, but with the severe lack of sleep and time constraints I come here for help. If anyone can explain in detail how to set up and use the proper nodes for a id mask or a link with a good tutorial, that would be greatly appreciated.

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