Jonathan Sanchez Posted March 2, 2010 Share Posted March 2, 2010 Hey guys Just posted up this tutorial (well its more of a tip) in my blog. It demonstrates the technique of using self-illuminated materials in max, to quickly and easily select objects in Photoshop. Hope you enjoy it. Let me know what you thinks. http://cgsketch.com/blog/?p=146 Link to comment Share on other sites More sharing options...
erickdt Posted March 2, 2010 Share Posted March 2, 2010 IMO the VRay Wire Color render element works better for what you're trying to do. It's rendered simultaneously with your "beauty pass" so you don't have to do a seperate render setup. You can use the image generated to do exactly what you describe in your tutorial. Just my 2c. E Link to comment Share on other sites More sharing options...
Jonathan Sanchez Posted March 2, 2010 Author Share Posted March 2, 2010 ^Agreed, Tutorial updated. Thx Eric Link to comment Share on other sites More sharing options...
abmitalia Posted March 2, 2010 Share Posted March 2, 2010 Am just waiting for your next tutorial. Very usefull even this one. Thanks. RK Link to comment Share on other sites More sharing options...
mattclinch Posted March 2, 2010 Share Posted March 2, 2010 it is far more accurate and better practice imo to use luminance masks copied into channels rather than multi-coloured masks and the select by color range method you have shown here. you will have problems with aliasing when pushing/pulling some masked colors. i would suggest the RenderMask script. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted March 2, 2010 Share Posted March 2, 2010 MultiMattes in Vray can be a bit cumbersome to set up, but they give you superior selection sets by limiting it to RGB. You can then load the individual channels into the selection, creating perectly feathered masks. Link to comment Share on other sites More sharing options...
erickdt Posted March 2, 2010 Share Posted March 2, 2010 I'm familiar with the theory of why you would want to use something based on pure RGB channels but I have to say I've never had an issue with the quality of the masks I was able to extract using a wire color pass. You need to mess around with the magic wand tool (which is what I use as opposed to color range) a little bit but in the end it is not hard to get a clean mask. IMO it is much easier to setup separate colors for objects than multimatte pass which limits you to only 3 channels per pass. Just my opinion though. E Link to comment Share on other sites More sharing options...
AJLynn Posted March 2, 2010 Share Posted March 2, 2010 I was going to say something like "but isn't this just a more complicated way of doing a Material ID render element?" but I like Travis's idea better. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted March 2, 2010 Share Posted March 2, 2010 (edited) limits you to only 3 channels per pass. In reality, I use both, but you can stack as many MultiMattes into the scene as you want, and just tell them to use channel 4,5,6 then 7,8,9, and so on. The only thing you need to remember to do is to generate a unique name otherwise it will overwrite itself. Edited March 2, 2010 by Crazy Homeless Guy Link to comment Share on other sites More sharing options...
erickdt Posted March 2, 2010 Share Posted March 2, 2010 Material ID can't be filtered (even though there's a check box for filtering). The result is an impossible to work with jagged image that will give you inaccurate selections. E Link to comment Share on other sites More sharing options...
AJLynn Posted March 2, 2010 Share Posted March 2, 2010 Material ID can't be filtered (even though there's a check box for filtering). The result is an impossible to work with jagged image that will give you inaccurate selections. E You're right, it's been too long since I've tried to do one of those and I'd forgotten how much it annoyed me Link to comment Share on other sites More sharing options...
heni30 Posted May 16, 2011 Share Posted May 16, 2011 I just discovered that the jaggies only happen where you have objects over lapping. Wherever you have objects against empty space the line separation is smooth and even. So if you have not too many complicated objects you could do render them separately and then load the selections or channels separately. Link to comment Share on other sites More sharing options...
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