Sorry to "resurrect" this topic,I'm kind of new to this, guess I'm spoiled for having Cryptomate available in Cycles, I know it's probably not an easy task to implement it but I was under the assumption one could achieve the same purpose with ID masks.
I've tried but can+t seem to grasp it, from what I've tried it seems auto generated IDs don't work, but I'm fine assigning them to materials/objects, but I'm missing how to appropriately set up the nodes to get a good anti-aliasing on masks:
The Blender manual also alludes to it, implying one would need to multiply the mask (?):
https://docs.blender.org/manual/en/late ... _mask.html
Also, its a shame the images aren't there anymore but its somehow suggested "Diference key" is the way to fix this:
viewtopic.php?f=5&t=605&start=20
Also:
There is the OBJECT_ID and the OBJECT_ID_MASK AOVs: the first includes all objects (and can not be antialiased), the second include a single object (the picked object ID and it is anti-aliased).
What's the difference between OBJECT_ID and OBJECT_ID_MASK AOVs?
If someone could share the proper way to have a object/material mask properly anti-aliased (assuming its possible) would be most grateful, as it seems there is a lack of sources explaining this.
Ty in advance.
Miguel Curto