To assign a Cryptomatte ID to a material in Modo: This gives you the flexibility to combine multiple surfaces into one matte. Materials which share the same LPE Label are identified as matching matte surfaces in the Cryptomatte render. ![]() In order for the Cryptomatte render output to correctly identify the different matte surfaces, you need to assign an LPE Label to materials that you wish to identify as a surface. These properties are shared with other render outputs. The Cryptomatte render output has several Properties available. Note:While Cryptomatte ID, and Cryptomatte Coverage are other output options, they do not function as render outputs in the Shader Tree. The render output is added to the top of your Shader Tree. Click Add Layer > Render Outputs > Cryptomatte > Cryptomatte.Click the Shading tab in the Modo, Model, or Render layout.To add a Cryptomatte render output to your scene: ![]() If you need to generate a Cryptomatte render, you must add a Cryptomatte render output to your Shader Tree. Adding a Cryptomatte Render Output to your Scene Note:See the Cryptomatte website to learn more. See Rendering with mPath for more information. Note:Cryptomatte outputs are only supported with the mPath renderer. Materials that share the same LPE Label are defined as the same matte surface in the render. In Modo, the different matte surfaces are identified in a render by adding an LPE Label to materials in the Shader Tree. These mattes can be used to mask out specific elements when making adjustments in compositing. The Cryptomatte render output is used to generate renders in the OpenEXR file format for use in compositing applications such as Nuke.Ĭryptomatte identifies surfaces in Modo renders and separates them into different ID mattes.
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