Op_Id confusion

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hi,
currently working first time with the Op_Id. Got it working but had a few questions.

I am working on a Project which has lots of Elements and when I read out the Op_Id in the viewport i get a different Result (ID) than in the render.

Also my objects range over 50000 ids and i dont really know why. is there some way to reset the Object ID's?

Its not a big issue as i get it working in the comp but its a bit frustrating finding the Id's atm. Maybe I do something wrong?

Before I was using my own shader with a custom MaterialID pass with color code i rendered out as a seperated pass. Might this be a better faster option?

any suggestion?
thanks in advance.
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Op_id It's the unique id of the OBJ that generated the geometry (see OP_Node::getUniqueId() in the HDK). However, it increases monotonically for each operator created while Houdini is running; so the longer your session lasts and more ops you create, even with New Scene in between, the higher this number will be.

That was a quote from half dan. It really depends what your doing. I find op ID for comp to be only useful in very certain circumstances. Your better off creating a matte in a shader often or not. It just really depends what the end goal is.

Rob
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thanks for your answer.
i'm just trying to get some quick alpha masks from them later to be used for grading.
I have now setup a custom ID Parameter in a Mantra Shader and use this one which just seems more flexible, artist friendly.

anyway is there a way to reset the ID after a long session to avoid high numbers?

Also is there a way to disable both the Op_Id and Prim_Id Passes if you dont need them?
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Hi,
Theres nothing to turn off as you put it, you just don't turn on the image outputs in the mantra ROP . The best set up to make your own ID shader based / SOP attribute , is here in a post I made.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28648 [sidefx.com]

Rob
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