Arnold batch render with Cryptomatte

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Derek Flood

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Jun 4, 2018, 5:33:02 PM6/4/18
to alshaders
Just wanted to confirm this workflow:
Rendering with Maya2017, mtoa 3.0.0.2 and Cryptomatte alShaders-win-2.0.0b4-ai5.0.1.0
For NukeX 10.5 the Cryptomatte plugin is Cryptomatte-1.2.0-beta4

The Crypromatte_object AOV looks fine in the Arnold Render View. However, a multi-channel EXR in Nuke looks very different (i.e. it is broken). 

As a simple test, I just made a bunch of spheres. In the  Arnold Render View cryptomatte AOV all the spheres have a different color (as expected). In the EXR only one sphere is dark blue with bad aliasing and everything else is black.

For that batch render I have
merge AOVs
ZIP compression
half precision
tiled

I have also tried other combinations of this: different compression types, half precision off, etc. All with the same result.

thanks for any help!

Jonah Friedman

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Jun 4, 2018, 5:43:07 PM6/4/18
to Derek Flood, alshaders
Can you confirm that it's not just this, from the beta 3 release notes:

Added preview_in_exr control
  • False (default): Omit preview channels when EXR drivers are being used
  • True: Keep behavior as usual
Basically, we drop the deprecated "crypto_object" preview channels, which are not needed, and only keep  "crypto_object00", "crypto_object01", etc. The latter, with numbers on the end, contribute to the matte, the others were used for preview by the decoders in past versions but are no longer needed. 


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Derek Flood

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Jun 4, 2018, 5:59:40 PM6/4/18
to alshaders
Indeed that was it. When I check "preview in EXR" in the Maya attribute editor for the cryptomatte_object AOV, Nuke reads everything fine. 



On Monday, June 4, 2018 at 2:43:07 PM UTC-7, Jonah Friedman wrote:
Can you confirm that it's not just this, from the beta 3 release notes:

Added preview_in_exr control
  • False (default): Omit preview channels when EXR drivers are being used
  • True: Keep behavior as usual
Basically, we drop the deprecated "crypto_object" preview channels, which are not needed, and only keep  "crypto_object00", "crypto_object01", etc. The latter, with numbers on the end, contribute to the matte, the others were used for preview by the decoders in past versions but are no longer needed. 

On Mon, Jun 4, 2018 at 5:33 PM, Derek Flood <dere...@gmail.com> wrote:
Just wanted to confirm this workflow:
Rendering with Maya2017, mtoa 3.0.0.2 and Cryptomatte alShaders-win-2.0.0b4-ai5.0.1.0
For NukeX 10.5 the Cryptomatte plugin is Cryptomatte-1.2.0-beta4

The Crypromatte_object AOV looks fine in the Arnold Render View. However, a multi-channel EXR in Nuke looks very different (i.e. it is broken). 

As a simple test, I just made a bunch of spheres. In the  Arnold Render View cryptomatte AOV all the spheres have a different color (as expected). In the EXR only one sphere is dark blue with bad aliasing and everything else is black.

For that batch render I have
merge AOVs
ZIP compression
half precision
tiled

I have also tried other combinations of this: different compression types, half precision off, etc. All with the same result.

thanks for any help!

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Jonah Friedman

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Jun 4, 2018, 6:19:46 PM6/4/18
to Derek Flood, alshaders
Ah, good. 

In any case, you should not turn that checkbox on. If you use a reasonably new nuke Cryptomatte plugin, those channels are not used at all, all they do is take up disk space. 

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Derek Flood

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Jun 5, 2018, 5:08:56 PM6/5/18
to alshaders
Yes, updating to the latest Nuke plugin fixed things. Thank you.
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