Hi Sergio,Is this the crypto_asset AOV? The current implementation of cryptomatte does not seem to handle HtoA names very well and cannot infer the asset from the object name. I've already notified Jonah about that.A workaround is to create a "crypto_asset" string attribute on the geometry to override the automatic asset detection. Materials and object IDs should just work out of the box though.Cheers,--Fred--On Sun, Jul 23, 2017 at 8:01 AM, Sergio LoDolce <sergio....@gmail.com> wrote:Having some issues with Houdini implementation.Had it working with Arnold 4.2 using the passthrough for each Shader Network I wanted to include into cryptomatte.For Arnold 5 I'm going off this guide: https://support.solidangle.com/display/A5AFHUG/CryptomatteIt looks like we now have to create a new Shader Network dedicated to outputting AOVs? As seen below?And then we need to take that Shader Network and plug it into the AOV Shaders input on the ROP?
For this test I have three different Shader Networks for three different objects. I'd like to have them all use Cryptomatte. Right now they're all coming out as one object.
How do I separate them out?
On Tuesday, July 11, 2017 at 11:57:28 AM UTC-4, Jonah Friedman wrote:We’re thrilled to announce the beta release of Cryptomatte for Arnold 5, as well as version 1.2.0-Beta of the Cryptomatte specification, and reference Nuke implementation.
Arnold 5: (AlShaders2): https://github.com/anderslanglands/alShaders2/releasesNuke and Fusion: https://github.com/Psyop/Cryptomatte
Arnold 5 Cryptomatte
Cryptomatte for Arnold 5 is being released as part of AlShaders, as before, but is now a standalone node. Arnold 5.0.1 adds support for “AOV shaders”, which allow code to run on all materials in a scene, without manually connecting passthrough nodes. This improves the workflow in numerous ways. Using a central AOV shader node gives easy access to global Cryptomatte settings (on the one central Cryptomatte node). It is now also much easier for a studio to create a customized version of Cryptomatte, since the code does not need to be embedded in a surface shader. In addition to adopting the AOV shader methodology, we’ve added other features as well, such as sidecar manifests that work with deferred-loaded stand-ins, and “integer offsets” for modifying names.
Arnold 5 Documentation: Cryptomatte documentation, MtoA, C4dtoA
Nuke
The big new features in the Nuke plugin are support for sidecar manifests, and a new “Encryptomatte” gizmo. Although sidecar manifests were already in the specification, there was no implementation for them in the plugins. The sidecar manifests are UTF-8-encoded json.
The Encryptomatte gizmo provides Nuke users with the ability to generate Cryptomattes from scratch, or composite new mattes into an existing set of Cryptomatte channels. For example, given a set of conventional roto mattes, Encryptomatte can be used to consolidate the mattes into the more compact Cryptomatte encoding. This could be useful, for example, when handing off mattes between comps, or between compositing packages. Our hope is that this will open up Cryptomatte to a wider set of users not working exclusively with rendered images. In the event that Cryptomatte support gets added to color-correction tools, we think the technology could significantly streamline the handoff of mattes between VFX and DI.
Cryptomatte news
The 1.2.0 release includes several important updates and clarifications to the specification -- many of which were driven by the recent addition of Cryptomatte support for VRay. Most notably, we have clarified that hashes should be computed based on the UTF-8 encoding of a given Unicode string. UTF-8 provides backwards-compatibility with ascii-based hashes, but also allows hashing non-ascii characters. We have added some step-by-step examples to the specification to help with validation and debugging for those implementing Cryptomatte hashes.
This is a beta release, both for AlShaders and Nuke. We feel pretty good about it but it hasn’t seen a lot of production testing yet, so we definitely appreciate any help here. Existing comps and older Cryptomattes will continue to work with the 1.2.0 upgrade, and the new Nuke plugins are not required to use Arnold 5 Cryptomattes (with the exception of sidecar manifests).
Thanks to everyone in the community who has contributed, and also the support from Solid Angle, Chaos Group, and Isotropix. As always: we hope you never manually make a matte again!
Jonah, Andy and Psyop--JONAH FRIEDMAN
PSYOP
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MOBILE: +1 (347) 873-3992
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asset: car1object: wheel
asset: defaultobject: wheel
asset: car1object: wheelShape
asset: defaultobject: wheelShape
yeah, thats tricky. Clearly being able to separate by material is huge, but also perhaps by geometry, and then by name attribute. Just a thought. Im not sure how hard it would be but also having 3D connectivity could be useful.
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