One thing I liked a lot on Combustion was the integration with 3dsmax, it had a node to select any piece of the 3D render if you assign the object ID on 3DsMax.
So I made one gizmo that replicate that old node, is still on beta, and supports only ID (1-12), but I might update it often because I use it a lot.
First if you use 3DsMax, you need to assign ID to the 3d meshes that you are interested to have a mask, select the object and right click->properties on G-Buffer add a number to identify that object.
Once you set all your objects that will need a mask, render it using Render Elements (this window might vary depending your render engine).
Add the ObjectID, then enable it, select the path where to save it and be sure that ObjectID is selected at the end of the window.
Note: If you are using GI (global illumination), disable it, because some renders (vray) applies those calculation to the objectID and the color and tone of each mask could change.
On Nuke load your files, and add the ID3dsmax gizmo, here a simple script to check all the IDs on this image.
We can have all the masks on Nuke by selecting the ID, that could be form ID 1 to ID12.
Also there is a Erode control, to expand the mask and Blur to make it soft. Exposure will be useful if colors of the ID render is not exactly the same, this can happen if you use GI on your render or in someway the ID render is over or under exposed. But I recommend to render ID-objects in the default scanline render because is really fast.
There are some drawbacks using ID from 3DsMax, one is that it will not preserve any transparency or alpha channel for that object in 3D, this means that if you need a mask like glass you will need to render the object separate with their alpha channel to add to your comp. But I’m thinking to add this feature in a new version combining alpha with the mask. Other thing is that ID will not carry the motionblur, so you might need to erode it to the core and add timeblur or some node that reproduces motion blur on Nuke.
Besides that, is great tool for color correcting, adding effects behind 3D, etc. Is a very easy way to move quick masks from 3DsMax to Nuke for later comp.
- Apr 10, 2014 3DsMax ID to Nuke Gizmo