RenderMask
Version:
5.77.3
Date Updated:
03/12/2013 Render different types of masks (luminance, RGB, env.reflection, light, objectsID, SSS, texture, AO, ZDepth). The script don't affect the scene materials, lights and render settings.
v5.77.3 - add "Black Hole" mask
http://www.vimeo.com/26107414 (Tutorial)

Additional Info:
Category "RequiemScripts"
Version Requirement:
3dsmax 8, 3dsmax 9, 3dsmax 2008 - 2013 

Comments
want to push the instance
want to push the instance option...
"is it possible to add an option to the wirecolor tool to handle instances as one object?"
thanks. I use the script almost every day...
best regards
themaxxer
It is fast and it works ... incredible!!! Thank you.
It is fast and it works ... incredible!!! Thank you.
themaxxer - OK
themaxxer - OK
is it possible to add an
is it possible to add an option to the wirecolor tool to handle instances as one object? if you add random colors all instances get an other color, that's not so nice...
great script, thanks.
best regards
themaxxer
Nice one caebrasil, thanks a
Nice one caebrasil, thanks a lot, I will check that out ASAP ;-)
Ivan, I was wondering if you already thought about maybe using layers as a selection in staid of actually selecting the object in your scene.
We where actually talking about all this on VRay's forum, and the idea of using layers as a selection went up, and I think it would be a great way to handle large selection sets.
Now, I know it's easy to select the object through the layer manager, but the idea is to go a little further and being able to see through XRef as well.
Often, now, if I need to render a mask of something in a XRef, I need to merge, select, render, and the scene are becoming big (several hundred Mo compressed) and fastidious to work with.
If the layers where a way of selecting object, and it would be reading through the XRef, it would be a life saver.
I hope I'm not bothering you too much at once ;-)
Cheers,
Stan
ps : Yo Kab, tout va super ici! Gros bisous de nous deux!
Stanley, Mental Ray already
Stanley, Mental Ray already do it, I think that your problem is because you're using VRay.
I really don't understand why VRay can't do that. This is a very old feature of MR.
This script is old but I believe it still works:
http://www.scriptspot.com/3ds-max/scripts/vray-matte-pass-on-selected
stanley_asbeek - ОК, I'll do
stanley_asbeek - ОК, I'll do some tests and try.
best regards :-))
Hi Ivan, I'm sorry if I
Hi Ivan,
I'm sorry if I didn't understoud the idea of the script in your way.
But as far as I know your script is design to create a mask of OA, luminance, ID, reflection, texture, etc
Isn't the whole idea creating a mask of the selected object by rendering out only those with specified properties (OA, refl, texture, color, etc) and all the rest black?
If yes, I don't really see how having only the selected object rendering with the material that are already applied and the rest black would be completely out of the idea of this script. :-)
I might have misleading when I pointed that "DeeX V-Ray Arsenal" but that was only because they have a script that renders only selected object with the rest black (matte). Not for all the rest of the script which is basically a solid rocks for maya.
Now it's right, the only difference with all the other options that you're providing, is that for the base material (to be rendered correctly) need to have the rest as matte objs.
I hope I made me more clear about my thoughts,
Anyway, Thanks for your script, it's great, and you're greatly helping the community by providing updates and attention to us.
Cheers
Stan
Change Units setup
I think rendermask works in meters.
If you work in cm, think to divide your values by 100 and your Zdepth will be correct ;)
Is it possible to add a function for change the Unit in rendermask? Because for the radius of the AO is limited to 1 and I can't put a smaller value.
Thanks.
scene scale
Hi Ivan,
First of all, big thank for that script. It's one of the most usefull!
But, I noticed most of the passes (Zdepth, AO, etc.) don't care about the scene scale and are always computed in meters.
It's a bit annoying cause, even if the value can be edit, it refuses decimals...
Could you fix that?
(@Cabbage: I guess you have that kind of problem, try to scale down (1/100) the zdepth values and you will have a correct zdepth rendermask pass)
Private:
Iow Stan! What's up in Australia? Bonjour à Reb! Bizzz!