Cryptomatte

 

The basic procedure is as follows:

  1. Activate a Cryptomatte AOV. This should be configured to write to an RGB EXR file.

  2. Create a cryptomatte shader and connect it to an AOV Output.

  3. Connect a Cryptomatte shader to AOV shaders in the Arnold ROP (Properties > Output tab).

  4. Render the EXR to disk. You'll get the AOV expanded into all the Cryptomatte data, with metadata. Options on the Cryptomatte shader can be considered global options for the system, in a sense an extension of the Arnold options.

 

 

More information about Cryptomatte AOVs can be found here.

Cryptomatte Globals

Sidecar Manifests

Write the manifest to a sidecar .json file instead of into the header. Writing these is deferred until after the render.

Cryptomatte Depth

Controls how many layers of Cryptomatte will be created, which is the number of matte-able objects that can be stored per pixel. 6 is the default and is essentially always plenty.

Strip Object Namespaces

A name processing option. Strips namespaces from objects in Maya or Softimage style naming. See name processing.

Strip Material Namespaces

A name processing option. Strips namespaces from material names in material matte.

Standard Cryptomatte

Asset AOV Name

crypto_asset creates the same matte for all assets.

Object AOV Name

crypto_object creates a matte based on the object name.

Material AOV Name

crypto_material creates a matte based on the assigned shader.

User Defined Cryptomatte

User Cryptomatte AOV 0

AOV Name 0

AOV name for User Cryptomatte 1.

Source User Data 0

User data name (must be string-type) for User Cryptomatte 0.

User Cryptomatte AOV 1

AOV Name 1

AOV name for User Cryptomatte 1.

Source User Data 1

User data name (must be string-type) for User Cryptomatte 1.

User Cryptomatte AOV 2

AOV Name 2

AOV name for User Cryptomatte 2.

Source User Data 2

User data name (must be string-type) for User Cryptomatte 2.

User Cryptomatte AOV 3

AOV Name 3

AOV name for User Cryptomatte 3.

Source User Data 3

User data name (must be string-type) for User Cryptomatte 3.

 


Preview in Exr

Preview AOVs are what users see in render viewers. These AOVs are no longer used by the decoders and so are dead weight. This option is disabled by default, which means they don't write to EXRs. (Recommended off).

Process Maya

Maya Names: (e.g. "namespace:obj"). If disabled, colons are considered as defining namespaces.

Process Paths

Path-Style names: (e.g. "/obj/path/name"). If enabled, anything before the last forward slashes is considered as defining namespaces.

Process Obj Path Pipes

Obj Path Pipes: (e.g. "|obj|path|name") Consider pipes (|) part of the object path. (For older C4D).

Process Mat Path Pipes

Strip Material Pipes: (e.g. "/a/b/c|standard_surface" -> "/a/b/c") In paths, cut material names after pipes (|). (For C4D).

Process Legacy

Legacy Styles: Includes old C4D style, as well as Softimage.

 

 

 

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