Material ID aliasing artifacts #52185

Closed
opened 2017-07-25 05:39:44 +02:00 by Aaron Smithey · 6 comments

System Information
Windows 7 x64 Nvidia GTX 970

Blender Version
2.78 e8299c8

Short description of error

Not sure why the material ID Masks have such extreme aliasing artifacts. I really wish Blender had an pure Alpha ID mask node. Very similar to how the material ID Mask node works by assigning a index number to a material, but instead of crude ID Masks it could generate high quality alpha masks that could be exported for compositing in Photoshop. I could just render my entire scene and pump out as many alpha masks that i need for color correction in Photoshop.

Thanks

Material ID.png

Exact steps for others to reproduce the error
no steps required.

**System Information** Windows 7 x64 Nvidia GTX 970 **Blender Version** 2.78 e8299c8 **Short description of error** Not sure why the material ID Masks have such extreme aliasing artifacts. I really wish Blender had an pure Alpha ID mask node. Very similar to how the material ID Mask node works by assigning a index number to a material, but instead of crude ID Masks it could generate high quality alpha masks that could be exported for compositing in Photoshop. I could just render my entire scene and pump out as many alpha masks that i need for color correction in Photoshop. Thanks ![Material ID.png](https://archive.blender.org/developer/F677985/Material_ID.png) **Exact steps for others to reproduce the error** no steps required.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @AaronSmithey

Added subscriber: @AaronSmithey

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2017-07-25 18:05:18 +02:00

Thanks for the report, but this is a known limitation at the moment. We can't antialias these ID masks since if you assign e.g. ID 10, then you might get any value between 0 and 10 and so you can't identify the object anymore.

We would like to improve things here (see for example D2106), but this is a feature request and not a bug, and so we don't track that here.

Thanks for the report, but this is a known limitation at the moment. We can't antialias these ID masks since if you assign e.g. ID 10, then you might get any value between 0 and 10 and so you can't identify the object anymore. We would like to improve things here (see for example [D2106](https://archive.blender.org/developer/D2106)), but this is a feature request and not a bug, and so we don't track that here.
Author

Hi. I know this thread is closed. But along the lines of the aliasing that is associated with the ID Masks, have you seen this node solution for generating quality alpha masks? https://www.youtube.com/watch?v=f1KvYync1VM. It is in German but easy to follow. I have been using this node group to render out individual alpha masks for compositing, Is there any way to incorporate this type of functionality into the rendering of the material and object ID Masks with Cycles. This method produces clean edges for compositing.
Thanks

Hi. I know this thread is closed. But along the lines of the aliasing that is associated with the ID Masks, have you seen this node solution for generating quality alpha masks? https://www.youtube.com/watch?v=f1KvYync1VM. It is in German but easy to follow. I have been using this node group to render out individual alpha masks for compositing, Is there any way to incorporate this type of functionality into the rendering of the material and object ID Masks with Cycles. This method produces clean edges for compositing. Thanks
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Reference: blender/blender#52185
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