Graphics Programs Reference
In-Depth Information
Generating mattes using the ID Mask
node
There will be many instances during CG compositing where a few specific meshes in
the image would require a mask pass. This provides control to modify specific pixels.
To obtain these mattes, the ID Mask node can be used along with the information
stored in Object Index or Material Index passes.
When given a value for the index, the ID Mask node creates a mask for the meshes
that have the same value assigned as their Pass Index value, as shown in the fol-
lowing screenshot. All these Pass Index values of meshes can be obtained using the
Object Index pass. The Object or Material Index pass has to be connected to the ID
value socket of the ID Mask node, for the node to pick the Index values. The gener-
ated mask information can be used as an input for the Fac sockets available to many
Blender nodes to affect only the required mesh.
In the following screenshot, assigning Pass Index to one of the three cubes and en-
abling the Object Index pass is explained. When the Object Index pass from this ex-
ample is plugged into the ID value socket of the ID Mask node and a value of 2 is
given as the index value to the ID Mask node, it outputs the mask of the blue cube.
The following screenshot shows how the blue cube mask is created using the ID
Mask node, using the Object Index pass:
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