Object ID Mapping

By enabling the Object ID Output option the Object ID texture map allow to provide to the Action Output Object ID render pass the Surface Object ID information, so you are no longer limited to having only a single object ID for the whole Surface.

Blending between ids has to be defined and bit depth mismatch has to be handled (input 32bits map -> 16bits action output). New 'Preserve 32-bit Input' option in Object ID render pass UI menu.

To add an Object ID map:

  1. In the schematic, select the surface or 3D geometry to which you want to apply the Object ID.

  2. Click Media.

  3. In the Media menu, select the media you want to use for the Object ID.

  4. Do one of the following:

    • Drag the Object ID Map node from the node bin and place it in the schematic.
    • Drag the Object ID Map node from the node bin and place it where you want it in Result view.
    • Double-click the Object ID Map node. You do not need to be in Schematic view to add a node in this manner.

    The Object ID object is added to the schematic with its own parent axis. The new axis is the child of the selected surface or geometry. In Schematic view, the number in brackets next to the name of the Object ID node indicates the media used for the Object ID.

    To specify different media as the source, select the media in the Media menu, then click Apply, or use the Read File menu to manage the texture media (see Working With Textures in Map Nodes).

    Note: If you accessed Action as a Timeline FX, you are limited to one front/matte media, and therefore may not get the desired result. In this case, you can access Action from Batch or Batch FX, or from the Tools environment.
  5. Double-click the Object ID node in the schematic, or follow the tab population rules for the Object menu (see Populating Menu Tabs of Selected Objects).

    The Object ID menu appears.