ID pass/ Clown pass in Maya 2016


#1

Hi Guys,
I was just wondering how to create ID pass/clown pass using the Render Passes feature inside Maya 2016. It seems that it doesn’t listed in one of their preset render passes. Is there a better way to create this id pass/clown pass without doing manual work ?

Otherwise, it would be time consuming assigning surface shader to each individual object in the scene.

Thank you :slight_smile:


#2

What software or rendering engine were you using previously? As far as I know, ObjectID/MaterialID passes have never been straightforward, in mental ray for Maya. You had to use terrible workarounds. They work, but in a complex scene, forget it.

[http://area.autodesk.com/blogs/cory/specialized_passes_material_id_object_id_and_uv_pass

](http://forums.cgsociety.org/)


#3

wow all that when it’s just the click of a button in other renderers. This sort of thing shouldn’t be any harder than assigning a depth or motion vector pass


#4

Material id. Yeah… easy in other programs. Don’t bother in MR,… its easier to ask the compositor what passes they need, and just assign a surface shader to the object/s as needed to a new render layer. Careful on the Render layers,… there is a difference between the object, the group, and the shape nodes… you can’t have all 3 in a render layer.


#5

If you are using mila just check “Use Matte Passes” in your rendersettings (passes rollout).
Then you get a separat framebuffer for each material :slight_smile: