Eyeon:Manual/Fusion 6/3D/Material and Object ID

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Material and Object ID

[ Main Manual Page ]


Material and Object ID's

The Object ID and Material ID auxiliary channels can be used by any tool in Fusion to generate a matte or mask. The settings used to accomplish this are found in the Common Controls tab of each tool.

Image:F62_objectID.png

Both IDs are assigned automatically upon tool creation in numerical order beginning with 1. It is possible to set the IDs to the same value for multiple objects or materials even if they are different. The Override 3D offers a comfortable way to change the IDs for several objects. The Renderer will write the assigned values into the framebuffers during rendering, when the output channel options for these buffers are enabled. Empty pixels have an ID of 0. It is possible to assign a value of 0 manually to an object or material, but this is not advisable because a value of 0 tells Fusion to set an unused ID when it renders. Fusion allocates a 16-bit image buffer for rendering the ID-channels. The maximum value of 65535 is reserved internally, so it is possible to use a value range from 0 to 65534.

Image:f6_rendered_matid.png



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