Selecting Objects in a Rich Pixel Rendering
If you imported the rich pixel rendering as grouped or nested objects, each object appears as a separate layer in the Workspace panel, with the name it had in the 3ds max scene. To select an object, you simply select the corresponding layer.
If you imported the rich pixel rendering as a merged image, you can select objects based on their object IDs or material IDs. Use GBuffer selections to select individual objects in the rendering, and then apply effects to them across the entire duration of the clip. This is particularly useful for color-correcting an object or material in your image.
Some 3D Post effects also require you to select an object or a material.
Note: This feature requires that you render the Material Effects or Object channel as part of the RPF or RLA file in 3ds max.
To select objects in a rich pixel rendering:
- In the combustion Workspace panel, select the rendered scene.
- Choose Operators | Selections. To select an object based on its object ID, choose GBuffer Object Selection. To select an object based on its material ID, choose GBuffer Material Selection.
- In the GBuffer Selection controls, use the Material or Object field to enter the ID that you want to select, or click the Pick button and pick an object in the viewport.
The following controls appear for the GBuffer Material Selection operator.
The following controls appear for the GBuffer Object Selection operator.
Material or ObjectSpecifies the material ID or object ID to select from the 3D scene. You can enter the ID number in the box, use the spinner to select a number, or click the Pick button and pick an object in the viewport.
FeatherAdds softness to the edge of the selection.
ExpandMakes the selection larger or smaller than the selected object.
Selection ListDetermines how the selection is combined with the current selection on the active layer.
Use: To:Create a new selection by taking only the intersecting portion of the current selection and the previous selection.
InvertSelects everything except the object ID or material ID you picked.
Use CoverageIncorporates anti-aliasing information into the selection. The coverage channel is another G-Buffer that contains only edge information. This option is available for GBuffer Object Selection.
Now you can apply effects to the selected object in your rendered scene.