Render Layer Mask in the new AOV system

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Re: Render Layer Mask in the new AOV system

Postby bepeg4d » Fri Feb 04, 2022 8:37 am

bepeg4d Fri Feb 04, 2022 8:37 am
Hi Marc,
just assign an Octane Object tag to the desired object, or group of objects, then change the Name in the Basic tab, and enable the Cryptomatte Object Node Name AOV:
BFB3B742-D83B-4221-B37D-C77305B7D951.jpeg


ciao,
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Re: Render Layer Mask in the new AOV system

Postby zoppo » Fri Feb 04, 2022 9:54 am

zoppo Fri Feb 04, 2022 9:54 am
bepeg4d wrote:Hi Marc,
just assign an Octane Object tag to the desired object, or group of objects, then change the Name in the Basic tab, and enable the Cryptomatte Object Node Name AOV:
BFB3B742-D83B-4221-B37D-C77305B7D951.jpeg


ciao,
Beppe


Thanks Beppe, that's what I did. Maybe it is broken in v2020.2.5-R3?
I stay with 2020 atm because of the changes in the sunlight's temperature (mid-project) and most important because of the crashes when using Instances AOV.

But I will test it with v2021

PS: Tested it with 2021 and it works as expected.
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Re: Render Layer Mask in the new AOV system

Postby orionds » Sat Mar 12, 2022 7:47 pm

orionds Sat Mar 12, 2022 7:47 pm
Hi, I'm having some trouble getting the cryptomattes to come out in the new AOV system. I've followed (I think) the steps laid out here. I created a file that matches the example file that you created. I have specified the Render Pass File as the attached image shows. But Live Viewer does not create this file when I render. Render to Picture Viewer creates the Render Pass file EXR but it only has a solid black image with no layers. Here's the Export Log after Render to Live Viewer:

Started logging on 12.03.22 13:22:46

OctaneRender Studio 2021.1.3 (11000300)

VRAM used/free/max:0Kb/24Gb/24Gb Out-of-core used:0Kb RAM used:13.262Gb total:127.9Gb OpenGL free/total:0/0
FumeFx library initialisation error!
--------------------------- EXPORT LOG ---------------------------
Multi-threaded material conversion, thread count=46
Export materials time= 4.992 ms
Collect objects time= 3.743 ms
Mesh creation time = 7.278 ms.
Api update time: 4.576 ms.
VRAM used/free/max:1.222Gb/19.126Gb/24Gb Out-of-core used:0Kb RAM used:13.761Gb total:127.9Gb OpenGL free/total:0/0

FRAME:0 fps:30


Here is the log after rendering to Picture Viewer.

EXPORT LOG

FRAME:0 fps:30
--------------------------- EXPORT LOG ---------------------------
Multi-threaded material conversion, thread count=46
Export materials time= 0.57 ms
Collect objects time= 0.064 ms
Mesh creation time = 1.651 ms.
failed to open package "d:\1\test_0.orbx"
Failed to create destination package "d:\1\test_0.orbx" for re-export
MB:0/0 ST/MOV:0/3 Nodes:24 Tris:242 DispTris:0 Hairs:0 Meshes:3
Textures Grey8/16:0/0 Rgb32/64:0/0
VRAM used/free/max:1.319Gb/18.703Gb/24Gb Out-of-core used:0Kb RAM used:14.84Gb total:127.9Gb OpenGL free/total:0/0
mblurTM=0sec. createTM=0sec. updateTM=0sec. renderTM:2.401sec. totalTM:2.769sec.
Tonemapping the all passes tm:107.206
Displaying passes in tm=14.088
Passes saved in:0.778sec.


It seems like it is simply not doing a multi-pass. I'm sure there is some small thing I am doing wrong. If anyone has time to point me in the right direction, it would be much appreciated.

Thanks!

Orion Dyson-Smith
Attachments
EXR created when rendering to Picture Viewer is black file no layers even when denoised beauty is checked.PNG
Render to Picture Viewer creates the Render Pass File but it has no content
Live Viewer Save Render Passes to EXR saves a black file with no layers.PNG
The photoshop file name is different from the Render Pass File because Live Viewer did not create a Render Pass File
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Re: Render Layer Mask in the new AOV system

Postby orionds » Mon Mar 14, 2022 4:06 am

orionds Mon Mar 14, 2022 4:06 am
UPDATE: thanks to Zoppo for this tip. The Render Pass file created by "Render to Picture Viewer" needs to opened by the Exr-IO plugin in Photoshop. Downloaded from:
https://www.exr-io.com/

Photoshop does not have native EXR support and the OTOY Compositing Plugin available on from Adobe Plugins does not show the Cryptomatte named nodes (layer masks).
My only remaining issue is that I can't get Live Viewer to create this Render Pass File as implied in Beppe's post above. But at least this is a way to get the layer masks.
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Re: Render Layer Mask in the new AOV system

Postby bepeg4d » Mon Mar 14, 2022 8:45 am

bepeg4d Mon Mar 14, 2022 8:45 am
Hi Orion,

not sure to have understood your issue correctly, but in Live View you can only see one render pass/AOV per Cryptomatte type, with different solid colors to display the type of masks that will be generated.
Here is the Geometry node name, for example:
F3A71691-7222-430E-B10D-29AE063F1171.jpeg


And here is the Material Pin Name:
B9C90625-67A6-47C5-B7BD-EFEEB48E663A.jpeg


ciao,
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Re: Render Layer Mask in the new AOV system

Postby orionds » Wed Mar 16, 2022 3:11 am

orionds Wed Mar 16, 2022 3:11 am
Beppe, thank you for your reply and for including some pictures. I didn't know that those on-screen buttons you show in the pictures were the on-screen node selections for Live Viewer but it makes sense and I really like that functionality.

My issue was that I expected that clicking Render in the Live Viewer would create the file I had specified in the Render Pass File Octane Render settings. As far as I can tell it does not create that file. But using the Live Viewer/File/Save Render Passes as EXR does create a layered file that has the masks set up by Cryptomatte node Object Name. I just needed the EXR-IO plugin to actually see those mask layers.

Anyway, I would consider my issue solved. Thanks very much!
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