Rollover image to view object_id pass (utility shader set to obj) |
The 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 |
Final shader network |
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 'ObjectID' in the Active AOVs list on the right.
Add a Custom AOV and rename it 'ObjectID' (the same name used for the aov_write_rgb shader) |
Utility shader's object mode uses the name of the shapes to compute the color |