Material ID aliasing artifacts #52185
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#52185
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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
Exact steps for others to reproduce the error
no steps required.
Changed status to: 'Open'
Added subscriber: @AaronSmithey
Added subscriber: @brecht
Changed status from 'Open' to: 'Archived'
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.
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