Material id color AOV

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B.Y.O.B.
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Re: Material id color AOV

Post by B.Y.O.B. »

One way to get an anti-aliased maks out of the material ID color AOV is what I showed here: viewtopic.php?f=5&t=605&start=20
Egert_Kanep wrote: Fri Oct 26, 2018 7:29 am Because I am kind of lost now, with all this ID stuff, does this serve another purpose?
An ID is just a number. For example, you could have three materials with the IDs 1, 2, 3.
Obviously these cannot be anti-aliased, because this would change the ID completely on the edges (also, the IDs are integers, not floating point numbers).
This is what the material ID AOV is: the raw IDs, not anti-aliased (because that would screw everything up).
But in practice, it is annoying that the masks from this AOV are not anti-aliased. You would e.g. have to render in double resolution and scale everything down after compositing to get a bit of anti-aliasing.

So the idea was to convert the IDs to colors, which can then be anti-aliased, and use tools like Photoshop's magic wand or Blender's difference key node to extract anti-aliased masks from it.
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