why I can not find the RGB A Z materialID on cheetah3d?If I render more material and Mat ID is turned on, only one white mask layer can be seen on the rendered picture.
Does it work different way, then in maya3d? What is the material ID for?
Are you talking about the Z-buffer? It´s part of the G-buffer and can be saved to hdr and exr file formats when enabled and rendered.why I can not find the RGB A Z materialID on cheetah3d?
but my cheetah have no that layout RGB A oZ layers when save HDR or exrAre you talking about the Z-buffer? It´s part of the G-buffer and can be saved to hdr and exr file formats when enabled and rendered.
Every material will get a different colour in the same layer (apparently unrelated to the base colour).If there are more materials in the scene, will the materials appear separately in the G-buffer?
i was just wondering what channels are rendered with the G-buffer ID switches. If I render several different materials, how do the different materials appear on the Material ID channel? Or if there are multiple layers in the render, will they appear separately on the layer ID channel? or what is the function of these switches? I want to understand the purpose of these switches.I have no idea how it works in Maya - should I know? I still don't get what you want to achieve with this function. I only was able to get kind of a scene mask when using a HDRI as light-source for example.
it doesn't work that way on my machine. could you give me an example?Every material will get a different colour in the same layer (apparently unrelated to the base colour).
Open the exported render.exr in a layer-based image-app, chose the material ID layer and select same colour of the material you want to make a mask specific for that material.
Then you can work on those parts of the image that show objects with that material.