Assigning Object and Material IDs
In combustion, you can select objects in a rich pixel file based on their object ID or material ID. Some 3D Post filters, such as 3D Glow, G-Buffer Extract, and Texture Map, require you to select objects or materials in the rich pixel layer. To use these filters, you must assign object or material IDs in 3ds max before you render the scene and import it into combustion.
Render node ID is set automatically for each object.
Note: You can assign an object ID to a group as well as to individual objects.
To assign an object ID to an object in a scene:
- In 3ds max, select and right-click the object, then choose Properties from the menu that appears.
- In the Object Properties dialog, set the G-Buffer Object Channel number.
Once the scene is rendered and imported into combustion, you will be able to select this object based on its object ID channel.
To assign a material ID:
- Do one of the following to select the material to which you want to assign an ID:
- In the Material Editor, select the material's sample slot.
- Select an unused sample slot, then click Pick Material from Object and click an object in the scene.
- Click the Material Effects Channel flyout under the sample slots, and select a channel ID number.
Once the scene is rendered and imported into combustion, you can select this object based on its material ID. For more information, see Selecting Objects in a Rich Pixel Rendering.