This page provides information about the Multi Matte Render Channel in V-Ray for Blender.
Overview
With the Multi matte Render Channel, only three colors are possible: red, green, and blue. In comparison, other matte render channels can include many colors to represent each material or object in a scene with a different color. With Multi Мatte, a single R, G, or B channel can be used directly as a matte, eliminating the step of selecting the color in the compositing software. This ease of use makes Multi Мatte a popular choice for compositors.
The Multi Мatte Render Channel includes anti-aliasing.
To represent all the objects or materials in a scene with just the available red, green, and blue colors, several Multi Мatte Render Channels can be generated for a single rendering, each with different Material ID or Object ID settings.
UI Path: ||V-Ray Node Editor|| > World > Render Channels > Matte > V-Ray Multi Matte
Node Input Sockets
Red/Green/Blue Objects – Use these sockets to connect objects to either the channel Red, Green, or Blue channel. Choose whether the objects to be included or excluded from the lists.
Properties
Mask Type – Specifies how the mask is generated:
Separate Channels – Considers all three Red, Green, and Blue Ids.
White – Creates a mask only for the objects with the specified Id.
Id – When Mask Type is set to White, you can specify the id of the object to be masked.
Red/Green/Blue Id – When Mask Type is set to Separate Channels, these parameters set the ID used for the respective channel.
Id Source – Specifies how the Red/Green/Blue Ids are read.
Object ID – Multimatte considers the Red object ID, Green object ID, and Blue object ID values to be the Object ID and renders the R, G, and B channels accordingly.
Multimatte ID – The Red, Green, and Blue Ids are considered as the Material ID.
Enable Deep Output – Includes this render element in deep images.
Affect Matte Objects – Determines whether to include matte objects when generating the render element.
Consider For Anti-Aliasing – When enabled, anti-aliasing is used where possible.
Mode – Selects whether to include or exclude the specified objects in the list.
Red/Green/Blue Channel Objects – Creates a list of objects/materials to be excluded or included in the respective channel. When set to Include, considers the list Red/Green/Blue as an inclusive set. All objects/materials not mentioned in the list are not rendered with this render element. The opposite is true when the lists are set to Exclude Mode.