Object ID or Material ID or Custom passes

Hi Guys,
Can anyone please tell me how they did to obtain the buffer that appears in PIP down below in the middle AirSim Demo - YouTube.
The one on the left is depth, but the one in the middle seems to be some object ID(That’s how it’s called in offline renderers like vray, etc…) since it generates a random flat color for every object/actor in the scene.
How do I get that in the Engine?
Thanks.

Taking a quick look at their files on GitHub (GitHub - microsoft/AirSim: Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research), if you look in the Unreal/Plugins/AirSim/Content folder you’ll find what looks like their post process materials they created for the render targets to use. It’s likely the SegmentationRenderTarget_Mat that you’ll want to have a look at.

This isn’t a view that’s standard in the engine so you’ll have to migrate this content yourself. You should be able to just grab that AirSim folder and put it in a build of UE4 4.14 and later to get it to work.

Thanks for reply Tim.
Please have a look at the attached image

. This is the material they are using as post process. You see that they are using a render target as texture but that render target gets data from a CPP file( I’m not good at C++ but I have few OOP notions from python). That is the file that does the actual segmentation coloring
How possible is it to turn that functionality into a plugin for other type of post process renders like the segmentation by color they are doing? Because as I said in my first post, more and more people use UE4 for cinema work siwtthe new sequencer. We need functionalities like this to be able to composite 3D renders
Thanks.