Hi Kiwi,
I hesitate normally to give short and general answers about compositing Multi-Pass. It can fill books to cover the majority of pipeline set ups. But all in all they are not so complex.
However, there are too many variables and you need to know what you are after. I’m certain as well, that I haven’t tried all options yet, even I try to set up each workflow differently to gain data since years or let’s say way over a decade (Shake, NUKE, Fusion…etc). Especially now with REC 2020 or more in my area DCI-P3, anyway, UHD-HDR and perhaps even more will change how we do things. Hence why I’m careful in answering, since we are in a constant change.
Two things are pretty simple and clear, Straight-Alpha is not something that can be seen purely as masks only creation, even sometimes it is applied just like that. It is often not possible to get really straight RGB values from a scene, hence the idea to render things separately for critical elements.
The Straight “concept” means that each semi transparent pixel is rendered as if the “geometry would cover the whole pixel. In this way any color correction or other adjustments will affect the whole RGB value, not only a partial value. If you look for hi-end work, this is the way to go. There is no replacement with simple alpha options. After the corrections is done, the values can be “merged” or/and premultiplied if needed. This might already answer the question.
Any way of color coding has no connection to the RGB [image] creation of the PIxel value itself. Which is normally the idea of Straight, to have all pixel values for that object, if possible, things are often mixed of course, based on many parameters.
The following is just my opinion, not really proven, as I don’t work that way: [subjective]
I wouldn’t really key it, if you like to have more “masks” in one pass, have each channel as one object only: R, G and B. Anything above that, wouldn’t be my way. Take the information as is; This is the fastest and cleanest way. Any mixture of color might be nice, but pulling a key for many objects might slow down the pipeline more than your win. [/subjective]
The concept of Open EXR Multi-layer files in NUKE is certainly very advanced, in Fusion this concept is not as far developed for example; Not even to think about other apps who barely reach the 32bit/float per channel pipeline, speaking of all tools. So if you need to key things, which I wouldn’t if possible to avoid, is there a 32bit/channel float key at all available in the target app?
The question with color coded passes would be always, is it easy to set up, and in case of adjustments, how much work is it to replace and control the replacement. thinking of close to deadline scenarios….
I’m certain that there are many other ideas about available. Since Open EXR compresses very well, all parts in a matte/alpha that is black will certainly not take a lot of date (run-length compression), so why merge it. On the other hand, why calling up a larger file, just for one channel. Which is as well in contrast with the multi-layer idea at all.
All in all, I think it is at least worth a studio based discussion. Then stick with it for a show or at all. The certainty and low amount of communications based on standards is perhaps better than to optimize the files but waste a lot of time.
Since we have in C4D the Take System, I do not really see a need to place too much in one file, but of course I see the multi-layer file as something valuable as well.
So, the answer is - it depends, even I think it is an old concept, but that is just me. ;o)
In all cases, the color coded matte combination file needs urgently be protected to get a accidental gamma treatment (it shouldn’t , but since it might be confused with an image file…), which might be easier to sort out with one channel files.
All the best