One thing I have always had an issue with is exporting or saving a rendered still scene from C4D with all the mask data that I might possibly want/need. Specifically, If I have an object in a scene file, I would like to have multiple masks so I can edit those different areas in a 2D editor like Photoshop. I know about Object Buffers and how to apply and render with them. However, I can only get an object buffer to mask an entire object and not different portions of one object.
I am including a link below to simple scene file of a cube with 2 extrusions on a background plane. I have an object buffer assigned to both the cube-like object and the plane. I also have a saved set selections for the polygons on the large extrusion and on the small. What I would greatly appreciate knowing is how a still render can be performed so that there will be four individual alpha masks in one rendering execution.
Why can’t the set selection be used to create masking or alpha channels at render time? I have asked this question on another user forum and the recommendation I got to create duplicate portions of an object seemed inelegant and/or awkward. I am vaguely familiar with the work flow procedure of setting up very distinct saturated color materials that can be applied to selections of an object so that when rendered, selecting those areas in another imaging editing package is easy. If this is the recommended workflow perhaps there are some resources here at Cineversity that might show me how to set up such a render?