Okay, iam trying to render out a surface ID map. I figured out how to use the standard Render Outputs and how to get just the color information down. The problem iam left with is, that the renderer pumps up the color regions beyond the borders of my UV Islands. The Result is, that the colors bleed into each other and iam…
In render item's setting, set AA to 1x sample, and disable Global Illumination. Additionally, the alpha render output controls dilation (edge padding), the value of which is defined in Settings > Rendering > Final Rendering > Bake UV Border Size. Generally you'd want full padding. That should be everything.