RenderMask
Version:
5.90.0
Date Updated:
09/03/2018 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
We check, hopefully soon be
We check, hopefully soon be fixed
Still having big delays
We are still having major problems with RenderMask. It is a key part of our pipeline and difficult to work wothout it. We are still on Max 2009 x64 and are now using Vray2.0.
It seems that problems started since we started using a lot more ForestPro objects (large areas of grass, shrubs and trees). Clicking on RenderMask creates huge hangs - sometimes before a render even starts, but sometimes once the render has completed. The renders themselves usually take only about 1 minute. Only real solution is to quite out of the scene and start again.
Can this be solved at all? Are there compatability issues with ForestPro?
EDIT:-
As soon as I click on Render Mask, note at the bottom of screen says 'MXS auto increased heap to 10301440'. Not sure if this is relevant. Max just hangs with one processor core at 100% activity, and ram useage for 3dsmax.exe session is fixed at 630,160k. I have left it 10-15 minutes but no change. Only way to get going is to crash out of Max.
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www.blinkimage.com
RenderMask - new in v5.3
The big change in this version is a search function for opacity maps. Now the options "Keep OpacityMap - White Matte" and "Keep OpacityMap - Black Matte" work more accurately. The next step is to work with Xref scenes. I hope soon to deal with it.
soon :-))
soon :-))
make a paypal
great work, big tool for my Pipeeline, (plaese Ivan, make a paypal donate buton)
http://www.vimeo.com/28402939
Great News
I can't wait to see it ...
okay i have more suggestions for you to make it more great
-> you may add feature to convert all masks to selections (channel layers) within photoshop file (PSD)
-> support for alpha channel (opacity material)
by the way I tested it in 3ds max 2012 64-bit .. and working very well
anyway thanks to make our workflow better
thanks to scriptspot community
Now I understood. I know
Now I understood. I know about this flaw. In the next version will be included. Initially it will only work with one object or more objects but with identical material.
Thanks for the advice
Sorry i didn't explain it
Sorry i didn't explain it properly .. may an example can do it
if i have object has multi/sub-object material applied for his polygons level .. say glass and brick mat .. and i want to mask glass only >> but the result of script will be the whole selected object so i need to detach every polygon group separately to mask them one by one ... can you do it without making this silly process
thanks to scriptspot community
mustafa, if I understand
mustafa, if I understand correctly, will be very difficult.
To be sure give me an example (what you have in the material of the object and what you want to be the final result)
Materials ID
First it is really useful script ..
I want to know if there is a way to deal with one selected object has multi\sub material applied and i want to render only one id from it
thanks to scriptspot community