Has anyone tried this? It works sort of - I really only have trouble with certain channels like IndexOB for example. I think this is because of some setup issues, as I don’t know the internals of an exr file. If someone could point me to where I could find info on how blender stores stuff in the file, I’d appreciate it =)
I don’t have AE7 so the plugins are crashing AE on startup. Did you use the Identifier plugin and did you read the Read Me.txt? Alternately you could create luma track mattes with file output nodes from the ID Masks. I know that sux cuz it defeats the purpose of the Identifier plugin but if you can’t get it to work that is an alternative. That’s how you would use the masks with the Identifier plugin anyway.
Yeah, that’s a workaround of course. But since I got the Identifier plug-in to recognize the IndexOB channel that blender outputs, but not to find any suitable id’s within that channel, I’m mostly wondering about what data types are used. Those are definable in a text file.
The only info I can find says that Index OB pass stores “X”, whatever that’s supposed to mean. It may be a typo or some value that I don’t know the definition of. As far as I know OB ID is just a clipped depth buffer noramlized to return a value of 0.0 in the clipped areas and 1.0 in the visible areas with the result having a 1 pixel antialias routine applied.
# The supported channel types in AE are:
#
# Z-Depth DPTH
# Normals NRML
# Object ID OBID
# Motion Vectors MTVR
# Background Color BKCR
# Texture UVs TEXR
# Coverage COVR
# Node NODE
# Material ID MATR
# Unclamped RGB UNCP
#
#
# The AE data types are:
#
# float FLT4
# double DBL8
# long LON4
# short SHT2
# Fixed FIX4
# char CHR1
# unsigned char UBT1
# unsigned short UST2
# unsigned Fixed UFX4
# RGB color RGB
#
#
# EXR channels are only FLOAT, HALF (16-bit float), or UINT. Therefore the only AE data
# types supported by the reader are float, long, short, unsigned short, char, and unsigned char.
#
# a typical entry in this file goes like this (examples should be down below):
#
# <Channel Name> <Channel Type> <Data Type>
#
#
# For some properties to make sense (like Velocity), you actually need multiple channels
# working together. Combine them in one entry, with a pipe '|' between the channel names.
# AE will see that property as a multi-dimensional channel.
#
# Hopefully nobody decides to use '|' in their channel names.
#
# Channel names are case-sensitive, BTW.
#
#
# Un-comment this line for Floating Point Gray support
# Y UNKN FLT4
#
#
Z DPTH FLT4
depth.Z DPTH FLT4
materialID MATR UBT1
objectID OBID UST2
velX|velY MTVR FLT4
Velocity.X|Velocity.Y MTVR FLT4
By adding something like “RenderLayer.IndexOB.X OBID UBT1” the channel is recognized in AE, but isn’t usable (doesn’t show anything whatever index is chosen).