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  • Now we need to create an aov_write_rgb shader (you must connect an aov_write node into each material that requires an AOV). We will use this shader to write out our 'Object ID' pass. From the search bar on the left, type 'aov_write_rgb'. Drag this shader onto the main work area in the center. Assign it to the geometry that you want to create an Object ID render. 
  • Select the aov_write_rgb shader and type 'ObjectID', into the aov_name. This is the name of the Object ID render pass that we want to create.

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  • Connect the utility shader to the aov_input input attribute of the aov_write_rgb shader. The output of the utility shader will be directed to our custom aov AOV by connecting it to the aov_input parameter. 
  • Connect the output of the Standard Surface standard_surface shader to the passthrough attribute of the aov_write_rgb rgb shader. The reason its it is connected to the 'passthrough' is that we want to see the output of the Standard standard_surface shader in the beauty render.

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  • In the previous setup, we defined data to be written to a custom AOV. However, we have not added our AOV to the scene yet. Now we need to create a custom AOV to write out our Object ID. Open the Render Setup window and under the AOVs tab, select Arbitrary Output Variables (AOVs) Manager.
  • Create a Custom AOV. Add the same name that we used for the AOV name that we used earlier ('ObjectID)'. If the names don't match, it will not work. In the AOV window, a new group called <custom> is created. This group lists all custom AOVs defined in the scene. Our newly created custom AOV is activated by default, and you can see the name name 'ObjectID' in the Active AOVs list on the right.

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  • Now when we render the scene, we can see our newly created ObjectID AOV! The aov_write_rgb collects the ObjectID attribute from the geometry and passes it to the ObjectID AOV.
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Utility shader's 'Object' object mode uses the name of the shapes to compute the color

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