Object ID with fusion tutorial?


#1

Im trying to learn how to set object ID’s correctly up in 3d max, render them out, so I can mask out objects properly in fusion.

The problem is, I cannot find a single tutorial or explanation on google that covers these basic things.

Any help guys?

#edit" hmm why can i only see the last 10 topics of this forum?


#2

Look at www.digitaltutors.com (register required for viewing videotutos). There have a specified videotutorial using idmatte, and you will see how to use this the same way for objectid.

However this is simply. The common methods are depending the source.

case 1: Object ID is into image file as extra information (.RPF, .EXR)
case 2: Idmatte is a separate color image to select different objects by own color-area (.tif, .tga, and any image format without compression or with soft compression).

In case 1, need that Fusion support the image format. RPF is a Autodesk owner format and is not supported in Fusion. I think that is not supported. Then you need use .EXR and include ObjectID and Coverage (very important), when saving the image from you 3D application. In Fusion, needs extract ObjectID from image activating ObjectID in extra parameters from loader if this is OpenEXR.

In case 2, load beauty pass, idmatte pass and pixel coverage pass in your composition.
Add a Channel Boolean op and conect beauty to BG channel boolean and idmatte to FG input of channel boolean. Also connect pixel coverage to Matte input.
In the channel boolean parameters, Color Channel tab, set Red, Green and Blue to Do NOthing, and in the Aux Channels tab, turn on Enable Extra Channels, and set ObjectId to FG Hue and MaterialID to FG Saturation. Also set Z Coverage to Matte.

In both cases then you can use ObjectID or IDmatte from Fusion op’s. For instance, add a Color Corrector and in tab of “nuclear” icon, acticvate ObjectID and pick the object area in the image, and you will see how changes are masking.

Note: In mi opinion is more practical case 2 because size of formats how RPF, EXR, HDR, etc. is bigger, and because I cannot obtain extract correctly ObjectID from .exr file.

Note2: For coverage setting I connect coverage loader as mask of idmatte loader. Also you can before adding a Matte Control for more precision control of boundaries.


#3

Hi Unaided,

Thank you very much for the througout explained procedure, i’ll get right into works, and see if i can make it work.


#4

Hei unaided…
why not a good tutorial from you?


#5

Here my tuto Savat


#6

many thanks unaided,
there’s just a little problem with youtube and video lenght…can you fix it?


#7

I uploaded tutorial at vimeo. Now is ready. Thanks savat


#8

simply explanation…good tutorial, tnx again.


#9

hey, thanks for the tutorial!
for me it is very interesting to have material id’s out of .exr files, since I am already working with dynamic ranges in fusion and I usually save my renders in that format, so I would go for case 1 but you mention that you can’t get precise mtdid from max using .exr-- I dont know why the .exr writer have problems with this-- but I am using vray and it has an option to save directly to .vrimg or .exr and using an .exr it saves automatically the vraymtdid render element and it works fine.
this turnaround was a little complicated to figure out but I hope someone might find it useful.
good luck and happy rendering!


#10

When I save a render from VRay in .exr I turn on extra data like objectID, and then I load this .exr file into Fusion. The extra data tab teorically allow access this data turn on and select specified channel, but ObjectID option in Common Controls Tab can’t get this data from .exr. I don’t know why.

However I think that is not good idea encanpsulate all the info (RGBA+extra data) in a only one file, because for instance if you have to modify something you have render again all entire image, and all sequence.


#11

check in your loader the format tab and see if the ObjectId channel is correctly mapped, Fusion has a predefined set of channels it understands and know what to do with it, but every render names them other and so fusion doesnt knwo what to do with the data

in terms of vray there is no overhead in rendering all the stuff together, vray would calculate them all the time (at least the standard render elements) and you just say which you want to save


#12

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