Automatic ObjectID Shader

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ObjectID ShaderAuthor: Stefan Minning
Assigns each object a unique Color, can be used to create an ObjectID render pass (to later on separate objects in compositing). Original Maya development, packed for XSI by Nassos Yiannopoulos.

local backup: minObjectID.rar

nassosy
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Automatic ObjectID Shader

Post by nassosy » 25 Oct 2009, 02:38

I found this texture shader from "Stefan Minning" on the net, that automagically assigns
your objects a unique Color, essentialy helping you make an ObjectID pass.
It was originally for Maya and i packed it for XSI.
for both x86 and x64.
Enjoy at your own risk. :-bd

A local copy can be found here:
http://www.si-community.com/download/pl ... jectID.rar
Attachments
minObjectID.rar
(66.04 KiB) Downloaded 636 times

nassosy
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Re: Automatic ObjectID Shader

Post by nassosy » 25 Oct 2009, 17:02

You use it by applying the same ObjectID material to all you objects
(or apply it on a Partition)
and it creates a unique color for each.
If you don't like the colors, change the "seed".

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ace63
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Re: Automatic ObjectID Shader

Post by ace63 » 27 Oct 2009, 17:13

Hey thats pretty cool, thank you!

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eternal art
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Re: Automatic ObjectID Shader

Post by eternal art » 27 Oct 2009, 23:54

many thanks , it's very useful .
3D Supervisor - Production House .

nassosy
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Re: Automatic ObjectID Shader

Post by nassosy » 28 Oct 2009, 10:02

BTW, I just realized that you can do the same thing with the "p_MegaTK_pass" geometric shader.
Just create a "Geometry Shader Primitive" and add "p_MegaTK_pass" to its shader list,
in the "MR Std Channels" tab enable "Label(TAG) pass" and give it file format of your choice. That's it.
I am starting to love this shader more and more :x !

cheers ;)

rasskass
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Re: Automatic ObjectID Shader

Post by rasskass » 09 Apr 2010, 11:10

Hi,

Im completly new to Softimage. I have been using Modo for some years before my switch. Can sombody please explain to me how I install this feature and then use it? Need to seperate all my materials in photoshop and would use the ObjectID to do that.

Hope to get some help!! Thx :)

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zossowosso
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Re: Automatic ObjectID Shader

Post by zossowosso » 09 Apr 2010, 19:27

cool :))
'ERROR : 2011 - Unable to write well in English [CLSID\{F123FC55-ABD9-4D7F-9CDD-7F9D61E71FFE}] : %SUMATRAPATH%\ English.dll not found'

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Hirazi Blue
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Re: Automatic ObjectID Shader

Post by Hirazi Blue » 09 Apr 2010, 22:15

@rasskass
Unzip/unrar the file into a folder
Go to "File > Plugin Manager"
A floating "Plugin Manager" opens
Go to the SPDL Tab
Click "install"
A new window opens
Next to "SPDL File Path" click on the button marked "..." to browse to the unrarred folder
Find the "minObjectID.spdl", click "OK" to set the path.
Click "install"
The SPDL gets registered and the accompanying dll gets copied to its rightful place...
;)
Stay safe, sane & healthy!

rasskass
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Re: Automatic ObjectID Shader

Post by rasskass » 13 Apr 2010, 09:08

Excellent - now it's installed.

Could you also post how to use it? Is it suppose to be connected to each object in the scene?


Thanks for your excellent support Hirazi!!

nassosy
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Re: Automatic ObjectID Shader

Post by nassosy » 09 May 2010, 17:22

read the 2nd message

HaDDeS
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Re: Automatic ObjectID Shader

Post by HaDDeS » 17 May 2010, 07:56

Great tool, but it behaves strangely for me sometimes ... assigning the same ID / colour to different objects, which is not that cool. Changing the seed may fix it, but sometimes randomly some other objects will get the same colour again.

rasskass
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Re: Automatic ObjectID Shader

Post by rasskass » 17 May 2010, 08:39

Same problems here - Modo has a great ObjectID output. Sure are missing it a lot

HaDDeS
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Re: Automatic ObjectID Shader

Post by HaDDeS » 17 May 2010, 08:46

Ok, i feel realtively less stupid now ... XSi "just" miss the ability to export every channels to an single EXR format ... actually Mat ID , object ID are calculated but just simply not correctly exported appart for the MR files you could use in the Fxtree.

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Re: Automatic ObjectID Shader

Post by nassosy » 17 May 2010, 11:37

Or you can use the built-in mentalray framebuffers :

1. Add an "Object ID" and "Pixel Coverage" Render Channel Output
(as tiff, or any other format you compositor can read)
2. make a mask from the ObjectID you want
3. mask(multiply) it with the Coverage channel

see here :

http://www.sigillarium.com/blog/lang/en/379/
Last edited by nassosy on 18 May 2010, 00:35, edited 1 time in total.

nassosy
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Re: Automatic ObjectID Shader

Post by nassosy » 17 May 2010, 14:49

Here is a Nuke gizmo, for the mentalray ObjectID+Coverage workflow.
extract it to your "[Nuke]\plugins" directory
restart or "etc->All Plugins->update"

and

add the following line at the end of the file "menu.py" in the same "plugin" dir :
nuke.menu("Nodes").addCommand("Keyer/ObjectID_Matte", "nuke.createNode('ObjectID_Matte')")
Attachments
ObjectID_Matte.zip
(581 Bytes) Downloaded 413 times

HaDDeS
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Re: Automatic ObjectID Shader

Post by HaDDeS » 18 May 2010, 00:11

Thanks a lot for the Gizmo and tips nassosy, I'm working on fusion, but it is basicaly what i do with it, the only thing is, that'd be so easier to just access the Object ID number in the EXR file.

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