This would be extremely useful. There are lots of ways to generate color data, and few ways to PICK a color from the data and manipulate it specifically. This is pretty much how post works, but theres no reason not to have this functionality at the material level. Being able to procedurally or dynamically generate masks is more efficient use of time and optimizes hardware resources come render.
I'm also trying to crack this egg. I want to use cryptomatte or AIUtilities > Object/ObjectID outputs as masks to limit projections to spcific areas of a subject. Making multiple materials for various parts, or creating numerous RGB masks is a complete time sync when the data is right there!
We want to be able to hand it any image, color pick any RBG value, and the output results in a black and white mask. Color picking is important as its unrealistic to manually determine and enter every value when we want to use this functionality.
Absolute perfect implementation would be using a cryptomatte enumerator that just listed the objects and you can add or remove them from a mask set. This is how nuke interprets the data, I just want to use it way before comp.
Any help would be greatly appreciated!