Are you exclusively using pure Red Green Blue (and Alpha) as your
tile colors?
(or are you using deep images?)
Because otherwise you cant use object ID colors to isolate elements
of variable opacity midpoints (inherent to volumes) to get something
like this (below) once isolated.
For the same reason (non-deep) arbitrarily colored objectID images
are typically rendered at 2X+ size, to extract grayscale tiles
(white (1)
OR black (0) )
and then resize down to have antialising midpoints around edges of
isolated elements.
Or perhaps not as convenient as for all other elements with ID's,
but how about just setting-up a pass for your volumes with all
objects black (with black alpha)?