Here is the render for context:
Here is my question:
I have a material with three bitmaps/colors plugged into a Random Texture generator that is randomly assigning values 1-3 to each face on the applied object. (Via the Random Per Island node > the color ramp node)
What I need now is for the three IDs to be split into separate AOV outputs so each of the three have a separate alpha, which should look something like this:
Which is what the top AOV output is showing, unfortunately the two lower AOV outputs look like this: