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Rollover image to view Object ID pass (Utility shader set to 'obj')


The AOV Write aov_write shader in combination with the utility shader is a useful combination for writing out an Object ID pass. This simple setup will allow you to use an ID pass in compositing software to identify certain objects by their color. We will also isolate certain objects and give them specific id's with which to group by color.



ObjectID added to aov_name of 'aov_write_rgb' shader

Utility shader

  • Next, create a Utility utilityshader. Change the Shade shade_mode to flat because we only want flat-shaded color for our Object ID pass. Change the color_mode to objObject mode will use the name of the objects in the scene to compute the color.


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


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