material id

Discussion related to the LuxCore functionality, implementations and API.
pepe
Posts: 38
Joined: Wed Sep 12, 2018 1:18 pm

Re: material id

Post by pepe »

Started without AA but find out that on small areas if the color image have AA selecting with tolerance [of about 15] in PP gives a better results.

I use this in vray and max and now in vray and blender.
mat_id_aa.png
Last edited by pepe on Thu Sep 13, 2018 12:24 pm, edited 1 time in total.
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: material id

Post by B.Y.O.B. »

Dade wrote: Wed Sep 12, 2018 11:36 pm But the edge between two different materials will be a mix of the 2 flat colors (i.e. the anti-aliased edge). How can you work on that set of pixels ? The Photoshop/gimp pick tool will not handle correctly the edge :?:
In my archviz internship we used the "Object Color AOV" in V-Ray in all projects, which is like anti-aliased Material ID.
The Photoshop color picker works surprisingly well with anti-aliased color masks, it produces very good selections without hard edges.
marcatore
Donor
Donor
Posts: 463
Joined: Wed Jan 10, 2018 8:04 am

Re: material id

Post by marcatore »

https://docs.chaosgroup.com/display/VRA ... aterial+ID

If I've read well, it could be filtered or not now.
pepe
Posts: 38
Joined: Wed Sep 12, 2018 1:18 pm

Re: material id

Post by pepe »

...so for now, material id can be used somehow for this purpose, but for id -1 I can’t get the random value.
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: material id

Post by B.Y.O.B. »

Thanks for the report. It was a bug in the addon, I fixed it: https://github.com/LuxCoreRender/BlendL ... issues/211
Commit: https://github.com/LuxCoreRender/BlendL ... 35b531789a
The fix will be availabe in v2.0.1 and v2.1alpha4, whichever is released first.
pepe
Posts: 38
Joined: Wed Sep 12, 2018 1:18 pm

Re: material id

Post by pepe »

Thank You and all team for this nice engine.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: material id

Post by Dade »

I added the support for new MATERIAL_ID_COLOR AOV:
material_id_color.jpg
The material ID is transformed in a color trough the usual process (like for MATERIAL_ID AOV saved in a .png: the 3 bytes of the int value are read as #RRGGBB).
Support LuxCoreRender project with salts and bounties
pepe
Posts: 38
Joined: Wed Sep 12, 2018 1:18 pm

Re: material id

Post by pepe »

...a big thank you.
User avatar
Dez!
Posts: 368
Joined: Sun Apr 08, 2018 1:09 am
Location: Ekaterinburg
Contact:

Re: material id

Post by Dez! »

Wait!
I correctly understand that in alpha 4 there will be a new material indentifier working better than in Cycles?
Linux Plasma | Ryzen 5, 32Gb, SSD M2, GT 590 RX | BenQ 27 | Wacom One | Microsoft Ergo | Tie Guan Yin tea
http://dezigner.tilda.ws/
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: material id

Post by B.Y.O.B. »

Dade wrote: Mon Sep 17, 2018 11:20 am I added the support for new MATERIAL_ID_COLOR AOV
Great, I'll add the support to the Blender addon.
Post Reply