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	<title>Comments on: Label/Tag &amp; Coverage passes &#8211; LabelExtractor</title>
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	<link>http://www.sigillarium.com/blog/lang/en/379</link>
	<description>Sagroth&#039;s CG Blog</description>
	<lastBuildDate>Mon, 05 Jul 2010 20:50:14 +0000</lastBuildDate>
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		<title>By: pryaneek</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-943</link>
		<dc:creator>pryaneek</dc:creator>
		<pubDate>Wed, 30 Jun 2010 13:31:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-943</guid>
		<description>Когда же уже будет продолжение статьи? (о том как собирать + сетап для Fusion)</description>
		<content:encoded><![CDATA[<p>Когда же уже будет продолжение статьи? (о том как собирать + сетап для Fusion)</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-875</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Thu, 01 Apr 2010 18:23:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-875</guid>
		<description>Если под &quot;гребенкой&quot; подразумевается отсутствие анти-алиасинга, то да. Как это вытягивать в композе написано тут же в комменте #2, правда на английском. В кратце - нужен каверадж в пределах лэйбла и еще остатки вокруг этого лейбла - за его пределами. Я постараюсь в эти выходные сделать статью о том как это собирать - давно уже собираюсь.

С Fusion не работаю, но человек воссоздал в нем мой нюковский сетап по этому делу - думаю добавлю его к статье.</description>
		<content:encoded><![CDATA[<p>Если под &#8220;гребенкой&#8221; подразумевается отсутствие анти-алиасинга, то да. Как это вытягивать в композе написано тут же в комменте #2, правда на английском. В кратце &#8211; нужен каверадж в пределах лэйбла и еще остатки вокруг этого лейбла &#8211; за его пределами. Я постараюсь в эти выходные сделать статью о том как это собирать &#8211; давно уже собираюсь.</p>
<p>С Fusion не работаю, но человек воссоздал в нем мой нюковский сетап по этому делу &#8211; думаю добавлю его к статье.</p>
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		<title>By: Ramon</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-873</link>
		<dc:creator>Ramon</dc:creator>
		<pubDate>Wed, 31 Mar 2010 12:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-873</guid>
		<description>Скажи а если маски по цвету вышли с гребенкой то coverage пасс используется для anti-aliasingа? Как это потом сложить в композе?
со Fusion ты работаешь?</description>
		<content:encoded><![CDATA[<p>Скажи а если маски по цвету вышли с гребенкой то coverage пасс используется для anti-aliasingа? Как это потом сложить в композе?<br />
со Fusion ты работаешь?</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-741</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Thu, 07 Jan 2010 13:45:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-741</guid>
		<description>Yeap, I&#039;ve found no way to output label as integers to be able to use it in comp (old shaders_p did that as well as I remember - with it&#039;s own openexr writer). Shake supports custom channels from version 4.0, I think, but not tt. Maybe .map file would do - it&#039;s supported by shake and, I suppose, it can store tag data. imf_copy to convert tt into map. You need shake 4.x anyway though to try it.</description>
		<content:encoded><![CDATA[<p>Yeap, I&#8217;ve found no way to output label as integers to be able to use it in comp (old shaders_p did that as well as I remember &#8211; with it&#8217;s own openexr writer). Shake supports custom channels from version 4.0, I think, but not tt. Maybe .map file would do &#8211; it&#8217;s supported by shake and, I suppose, it can store tag data. imf_copy to convert tt into map. You need shake 4.x anyway though to try it.</p>
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		<title>By: avak</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-739</link>
		<dc:creator>avak</dc:creator>
		<pubDate>Thu, 07 Jan 2010 00:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-739</guid>
		<description>thanks for the response, Actually I am not very good (and I am lazy)in technical issues and I want to find an easy way such as the one that RPF format is doing for max users , as you now this format can save all data such as UV ,depth , object and Render id , coverage and etc. and then combustion can read them in a very easy way .just you need to load the RPF image and apply a 3d filter and mask the specified object based on its id (not rgb) ...any chance for Maya and XSI users to have a format like this? 
I don&#039;t think exr can save object label information as integer id (am I wrong?)
any plugin for shake that can load tt file not only to load its RGBA data but also to load its integer data that it saves?

thanks for your response</description>
		<content:encoded><![CDATA[<p>thanks for the response, Actually I am not very good (and I am lazy)in technical issues and I want to find an easy way such as the one that RPF format is doing for max users , as you now this format can save all data such as UV ,depth , object and Render id , coverage and etc. and then combustion can read them in a very easy way .just you need to load the RPF image and apply a 3d filter and mask the specified object based on its id (not rgb) &#8230;any chance for Maya and XSI users to have a format like this?<br />
I don&#8217;t think exr can save object label information as integer id (am I wrong?)<br />
any plugin for shake that can load tt file not only to load its RGBA data but also to load its integer data that it saves?</p>
<p>thanks for your response</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-736</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Tue, 05 Jan 2010 12:48:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-736</guid>
		<description>I don&#039;t know XSI, sorry. In mi file miLabel attribute adds a line &#039;tag #&#039; in object&#039;s instance block:

instance &quot;pSphere1&quot; &quot;pSphereShape1&quot;
light &quot;exclusive&quot; []
material [&quot;initialShadingGroup&quot;]
&lt;span style=&quot;color: #ff0000;&quot;&gt;tag 1&lt;/span&gt;
caustic on
...

And you need just to output both buffers in camera block:

framebuffer &quot;buff1&quot;
&lt;span style=&quot;color: #ff0000;&quot;&gt;datatype &quot;coverage&quot;&lt;/span&gt;
filtering on
filetype &quot;tif&quot;
filename &quot;coverage.tif&quot;

framebuffer &quot;buff2&quot;
&lt;span style=&quot;color: #ff0000;&quot;&gt;datatype &quot;tag&quot;&lt;/span&gt;
filtering on
filetype &quot;tif&quot;
filename &quot;label.tif&quot;

Don&#039;t know whether this is useful for XSI though.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know XSI, sorry. In mi file miLabel attribute adds a line &#8216;tag #&#8217; in object&#8217;s instance block:</p>
<p>instance &#8220;pSphere1&#8243; &#8220;pSphereShape1&#8243;<br />
light &#8220;exclusive&#8221; []<br />
material ["initialShadingGroup"]<br />
<span style="color: #ff0000;">tag 1</span><br />
caustic on<br />
&#8230;</p>
<p>And you need just to output both buffers in camera block:</p>
<p>framebuffer &#8220;buff1&#8243;<br />
<span style="color: #ff0000;">datatype &#8220;coverage&#8221;</span><br />
filtering on<br />
filetype &#8220;tif&#8221;<br />
filename &#8220;coverage.tif&#8221;</p>
<p>framebuffer &#8220;buff2&#8243;<br />
<span style="color: #ff0000;">datatype &#8220;tag&#8221;</span><br />
filtering on<br />
filetype &#8220;tif&#8221;<br />
filename &#8220;label.tif&#8221;</p>
<p>Don&#8217;t know whether this is useful for XSI though.</p>
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		<title>By: avak</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-734</link>
		<dc:creator>avak</dc:creator>
		<pubDate>Tue, 05 Jan 2010 08:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-734</guid>
		<description>How it works in combination of XSI and Shake?</description>
		<content:encoded><![CDATA[<p>How it works in combination of XSI and Shake?</p>
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		<title>By: wiss</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-715</link>
		<dc:creator>wiss</dc:creator>
		<pubDate>Mon, 21 Dec 2009 09:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-715</guid>
		<description>You&#039;re still the man, but ... I&#039;m still having problems. Can I send you an example label/coverage set-up to show you?

The issue is that when using this method, some of the edges of the hard mask (after going throug the process) are treated properly and anti-aliased succesfully, whereas other edges remain outside of the reach of the label pass (even after reasonable dilation), thereby being left untreated and &quot;hard&quot; by the process!

Its driving me up the wall! Feel free to send me an email on my address if you&#039;re willing to have a look.

tx</description>
		<content:encoded><![CDATA[<p>You&#8217;re still the man, but &#8230; I&#8217;m still having problems. Can I send you an example label/coverage set-up to show you?</p>
<p>The issue is that when using this method, some of the edges of the hard mask (after going throug the process) are treated properly and anti-aliased succesfully, whereas other edges remain outside of the reach of the label pass (even after reasonable dilation), thereby being left untreated and &#8220;hard&#8221; by the process!</p>
<p>Its driving me up the wall! Feel free to send me an email on my address if you&#8217;re willing to have a look.</p>
<p>tx</p>
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	<item>
		<title>By: wiss</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-714</link>
		<dc:creator>wiss</dc:creator>
		<pubDate>Sun, 20 Dec 2009 08:24:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-714</guid>
		<description>You are the man!

I actually am doing the same thing as you describe above, but honestly I thought it was a &quot;hack&quot; and not the correct way to handle the passes.

I was only  using photoshop to simulate what I ultimately need to do in a Adobe Air application in realtime. I wanted to understand it first, so I could code it properly. Now to figure out how to dilate the coverage by one pixel !   ;-)

Again, thank you soo much for your original article and for your reply!

wiss</description>
		<content:encoded><![CDATA[<p>You are the man!</p>
<p>I actually am doing the same thing as you describe above, but honestly I thought it was a &#8220;hack&#8221; and not the correct way to handle the passes.</p>
<p>I was only  using photoshop to simulate what I ultimately need to do in a Adobe Air application in realtime. I wanted to understand it first, so I could code it properly. Now to figure out how to dilate the coverage by one pixel !   <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Again, thank you soo much for your original article and for your reply!</p>
<p>wiss</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-713</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Thu, 17 Dec 2009 16:20:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-713</guid>
		<description>Yeah, I want to make a post on how to use these passes for masking in compositing for a pretty long time already... I&#039;ll do it eventually :)

Anyway, the trick is - label pass shows the object that contributes THE MOST to the particular pixel and coverage pass shows exactly how much. So, in the anti-aliased edges when object&#039;s contribution becomes fainter than 0.5 - label and coverage switches to the object behind. That way it&#039;s obvious that label shows as the object with just a half (&gt;0.5) of it&#039;s anti-aliased fringe and coverage is ranging 1.0-0.5 for this object and then raises up to 1.0 again for the one behind it.

So, what you need to do is:
1) get your hard mask from label pass;
2) get an outline around it (dilate/expand with one pixel should be enough) and multiply this outline by inverted coverage - that way you get those faint anti-aliased pixels you lack;
3) multiply hard mask from label by coverage and add/plus pixels from the step 2 - and you&#039;ve got a pretty similar result compared to standard RGBA masks.

It&#039;s pretty easy to do in any node-based compositing package, though it could be tricky to use in Photoshop.

P.S. If you make this in Nuke, you&#039;d want to gamma up your coverage from the start.</description>
		<content:encoded><![CDATA[<p>Yeah, I want to make a post on how to use these passes for masking in compositing for a pretty long time already&#8230; I&#8217;ll do it eventually <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, the trick is &#8211; label pass shows the object that contributes THE MOST to the particular pixel and coverage pass shows exactly how much. So, in the anti-aliased edges when object&#8217;s contribution becomes fainter than 0.5 &#8211; label and coverage switches to the object behind. That way it&#8217;s obvious that label shows as the object with just a half (>0.5) of it&#8217;s anti-aliased fringe and coverage is ranging 1.0-0.5 for this object and then raises up to 1.0 again for the one behind it.</p>
<p>So, what you need to do is:<br />
1) get your hard mask from label pass;<br />
2) get an outline around it (dilate/expand with one pixel should be enough) and multiply this outline by inverted coverage &#8211; that way you get those faint anti-aliased pixels you lack;<br />
3) multiply hard mask from label by coverage and add/plus pixels from the step 2 &#8211; and you&#8217;ve got a pretty similar result compared to standard RGBA masks.</p>
<p>It&#8217;s pretty easy to do in any node-based compositing package, though it could be tricky to use in Photoshop.</p>
<p>P.S. If you make this in Nuke, you&#8217;d want to gamma up your coverage from the start.</p>
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