User avatar
By inefecto
#351471
I'm using Maxwell 3.0.0 with maya plugin.
When I tried to map the "material ID color" with a texture file in the global parameters on my shader, my Material ID buffer (render channel) is black.
I tried to put a PNG and a JPG but no change.

Any idea ?
User avatar
By Mihnea Balta
#351472
You can't map the material ID channel. Maya displays a map button next to any color control, which is why you also see it there, but we don't take it into account. When you assign a texture to a color, the swatch becomes black, so that's why you get black in the render. The object and material ID channels are meant to help with selecting objects in post, so I don't see how texturing the objects would be useful; what were you trying to achieve?

PS: I don't think you're using Maxwell 3.0.0, unless you're posting from the future. If you are, I have a small list of questions, mostly about the stock market. :)
User avatar
By inefecto
#351474
Sorry v2.6.0.0 no trolls, no time machine, just a mistake ^^

In Fact I would like to underline some part of my surface in comp but I can't cut it...
Is there's a way to create a "Surface shader" equivalent in maxwell I can assign on a different render layer ?
"Surface shader" = flat uniform color, no lighting / shadows / bounce effect.
User avatar
By Mihnea Balta
#351477
You can use a matte material to reveal the background, but it's not exactly what you want. I'm not sure how to create a surface shader equivalent in Maxwell, try asking on the main forum, maybe an engine developer or a more experienced user can help you.
User avatar
By Mihai
#351523
Not sure if this would help but I guess you could create several copies of the same material and apply it to different polygon selections of your object. So effectively you get the same rgb render but different colors in the matid channel.
User avatar
By inefecto
#353043
Yes Mihai, I use this technique to render many ID pass :
1. I create one maya renderlayer for each ID pass I want.
2. I assign a default MX mat (grey lambert style) on each renderlayer
3. I override the mat id color on each renderlayer on my default MX mat (or duplicate the mat and re-assign with different color for ID mat).
4. I export MXS sequence for each renderlayer.
5. I render and delete le MXI and Color images seq to keep only mat ID channel for each renderlayer.

But this is not exactly what I ask for : I would like to assign a map on ID channel color...
For the moment I render this kind of ID pass with MentalRay even if the aliasing is different (I tweak in compositing to remove the fringe).
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