RenderMask

374 votes
Version: 
5.90.0
Date Updated: 
09/03/2018
Author Name: 
Ivan Tepavicharov

Render different types of masks (Luminance, RGB, Reflection, Lights/Shadows, ObjectsID, SSS, Texture, AO, ZDepth, Specular, Refraction). The script don't affect the scene materials, lights and render settings.
(this version support only V-Ray render engine)

 Version: 5.90.0

  • add support "V-Ray Next" (this version support only V-Ray render engine)

 

Additional Info: 

Category "IllusionBoxStudio"

Version Requirement: 
3dsmax 2012 - 2019

Comments

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stanley_asbeek's picture

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

kimbaway's picture

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.

kab's picture

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!

Ivan Tepavicharov's picture

stanley_asbeek - this is very

stanley_asbeek - this is very different from the idea of the script.

stanley_asbeek's picture

Matte Objects

Hey Ivan,

I'm using a lot of Matte object, and I was wondering if you planned to add this in your script, it would be such a time saver...

A little bit like the "Black Hole" in DeeX V-Ray Arsenal, but inverses.

Thanks a lot

Stan

Cabbage's picture

Z depth distance

I love this Script, most used script i have, please can you fix the far distance on the z depth mask, its waaay too close:(

Ivan Tepavicharov's picture

will test and try :-)))

will test and try :-)))

barigazy's picture

Hi Ivan. Again you done very

Hi Ivan.
Again you done very nice job on this update.
It is posible to add the option for extracting velocity pass from *.exr g-buffer. Vray have a huge problem with generating this pass.
Acurate motion blur is very difficult to achieve without a precise V-pass, but other than that this pass can be used for flickering reduction
http://www.juvano.com/Deflickering-with-Velocity-Pass
Cheers!

bga

Ivan Tepavicharov's picture

New in 5.77: - add Mentalray

New in 5.77:

- add Mentalray support in "Reflection" and "Light" mask
- add "Specular" mask
- add turnoff active Effects
- add switch "anti aliasing" in "ZDepth" mask
- add "auto detect" in "ZDepth" mask

Ivan Tepavicharov's picture

stanley_asbeek - find and

stanley_asbeek - find and delete "rRenderMask.mcr", then install new version

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