I am really glad that you guys started working with blender and started making tutorials on it! It is a really good thing for the community and a huge step for blender that more and more people are getting on board with it!
Thank God for this video for this video you guys. This sort of thing was taking me so long and coming from Photoshop and AE and I didn't know why Blender was so backwards in this regard, but now thanks to you I know it's not SO backward as it was, haha.
It's not quite that, I think. This is just compositing. The way they showed it here, reflections of the object, say, won't change color along with said object. Although you can kinda do that with various render passes.
For a 2D Artist a clown pass would be usefull nonetheless. Cryptomatte produces it perfectly (especially if you plug it into color ramp node), but then the edges of the original map are so pixelated that nobody can use it! It´s a cool thing, that you can separate objects in the compositor, but I prefer to think about that stuff in Photoshop, not in Blender. And what do I do with 100s of objects? One can fake it with material override for ObjID, but not really for MatID as far as I know. Very frustrating!
I can't get Pick working. I render the scene out, hook up the nodes, but I just get a black frame when Pick is fed to the Viewer node. (I'm in Cycles, GPU Render, no Open Shading or OpenCL
I have a question about the Render Layers node specifically. I save my project and close the file, yet when I open the file again the rendered layer no longer exists in the render layers node and I have to click Render active scene again to retrieve it. It seems like it behaves like a material with zero users in the sense that it just disappears when the file is closed and re-opened. Is there anything obvious I am missing? Thanks.
Hi thanks for the cool video, how can I get only ground shadow and the object? For example in Keyshot I can render a box with alpha with ground shadow, and I have a png with its ground shadow without the ground plane without Background. In blender I know if I pick RGBA and png I have object without background. But I need ground floor, I couldnt figure out. Do you have a solution for me? Thanks!
How do cryptomattes get saved? That is, if I render out something with the cryptomatte passes, then close blender, then re-open the project, am I going to have to render again to get the mattes? (Someone in a different video said it's useful when you get feedback from the customer so you don't have to re-render, but that doesn't sound likely unless the matte info is stored in the blend file.)
you can do both. Like if you wanted add force field effect to entire character, use asset, and then add more reflection to cloth, use material or object.
Never had to make mattes, but it's interesting. Is it sort of comparable to exporting every object in scene to its own layer, like within a Photoshop PSD, and then you can turn individual layers on or off and use adjustment layers on them? If someone is more familiar with editing raster stuff within Photoshop, would that layered export make sense or would it still be best to use cryptomatte?
Sort of but not a show/hide layer, Crytomattes store a mask of everything "automatically" and save it in the image file. This becomes even more powerful with animation when you realise that a motion blurred blue object that zips behind other objects in the animation needs to be red, with a Cryptomatte pass included in the image file you can fix that in post production almost instantly rather than thinking about re-rendering that object and comping it over your master edit. The difference between layers and Crytomattes is that it is a ready setup selection Mask for every Object and Material in your rendered image and the software you use needs to allow you to "Pick" the matte out of the image using the picker tool, as they showed here in Blender's compositor. Most major software has Cryptomatte support in it these days.
Benjamin B. As long as you render and save your EXR file, it should be in there. From the main output I render as EXRMultilayer, that way I have everything in the compositor, do what I need to do there, and then have a PNG sequence output from there. It renders two file sequences, but you can then go back to the EXR files and change stuff there if needed without rerendering.
@@jkartz92 it's not difficult, use Mist pass with the distance options in the camera settings. Z deph usualy looks just white, because its saves the distance values and white is reached by only one unit distance, so you need to set the ditance values by using a Map Range node. So just different ways to set the maximum and minimum values and Mist has antaliasing, zdepth not, because you sometimes dont want that.
check out EXR-IO, free plugin which does exactly that (render passes and cryptomatte layers to photoshop) you just have to save render as exr multilayer. Then in PS you can just CTRL+Click to select masks. They have tutorials on how to assemble back the final image from the passes, I'm just checking those out atm
If your going to do a node video can show it full screen not a quarter of the screen and also turn your scaling up a bit, not everyone has the time to watch videos on a large monitor, I literally cannot see a thing your doing on my iPad
Thanks for the great vid guys, I always wondered about Cryptomattes! I have a broad, kinda unrelated question - I notice most of your content on TH-cam nowadays is centred on Blender.. Is there a specific reason for this ie. is this the way the industry is heading?
Thanks Dan! Blender is a very exciting tool and 2.8 makes it much better. We dont believe it's becoming industry standard anytime soon, but it's still a great tool to know for freelancers or hobbyists.
I can think of a couple of reasons: 1) Blender has the most helpful community 2) Most users of the proprietary apps only have cheap personal/non-commercial licences, so they can’t put work on commercial sites like TH-cam.
I am really glad that you guys started working with blender and started making tutorials on it! It is a really good thing for the community and a huge step for blender that more and more people are getting on board with it!
Yes! More compositing pls! It sure is an area where the blender tutorials you can find in youtube are really lacking
* whispering *
*CGMATTER*
I was recently curious about how exactly Cryptomattes work. And BOOM! You made a tutorial covering that topic! Thank you!
Great lesson. You do not know how much you helped me in a project that I did not know what to do. Thank you very much.
This is amazing! How did i not know about this until now? Thank you!
Some nodes like hue saturation abs value have a factor input, you can use these instead of the Mix RGB
Thank God for this video for this video you guys. This sort of thing was taking me so long and coming from Photoshop and AE and I didn't know why Blender was so backwards in this regard, but now thanks to you I know it's not SO backward as it was, haha.
That's muthaflipping craaAAZzzzyyYYY !!!
It's like power put to the exponent ! XD
That's literally what I was looking for TODAY. Thanks guys !
Great feature! Gotta love all that Blender can do!
So helpful, I used to do a separate material setup for my clown pass. This is way better,.
thank you so much! I'm trying to make a Nokk effect from R6 and I was having trouble trying to separate the character from the rest, thanks again!
Need more tut of compositing, so helpful man
Wait, you say I can change the materials after rendering? How great is that? * wipes a tear of relief from the eye *
It's not quite that, I think. This is just compositing. The way they showed it here, reflections of the object, say, won't change color along with said object. Although you can kinda do that with various render passes.
@@Kram1032 , yes, just after I posted this and thought about it again, I realized that. Nevertheless, impressive information. Thanks for the answer.
Thank you, I've been waitig for this
Learning this just blew my mind @.@ Thank you!
Great result!
yes, MORE compositing!
Awesome!
amazing tut
please do more more more more please
For a 2D Artist a clown pass would be usefull nonetheless. Cryptomatte produces it perfectly (especially if you plug it into color ramp node), but then the edges of the original map are so pixelated that nobody can use it! It´s a cool thing, that you can separate objects in the compositor, but I prefer to think about that stuff in Photoshop, not in Blender. And what do I do with 100s of objects? One can fake it with material override for ObjID, but not really for MatID as far as I know. Very frustrating!
How to save cryptomatte and use in other compositing softwares?
Color correction inside blender or ae ( whatever else ) for animations would be great
Either I’ve grown too comfy with Arnold or I’m really missing something important when I try to get Crypto passes in multilayer exr for Nuke comping.
There's anyway (addon or something) to automate this process and create random collors to each material used in the scene?
omg yes!!!! thank you
This is the thing that I have been putting off for later... time to learn.
I like it a lot.
I can't get Pick working. I render the scene out, hook up the nodes, but I just get a black frame when Pick is fed to the Viewer node. (I'm in Cycles, GPU Render, no Open Shading or OpenCL
I have a question about the Render Layers node specifically. I save my project and close the file, yet when I open the file again the rendered layer no longer exists in the render layers node and I have to click Render active scene again to retrieve it. It seems like it behaves like a material with zero users in the sense that it just disappears when the file is closed and re-opened. Is there anything obvious I am missing? Thanks.
Hm, how can i get out the cryptomatte passes for composite in Photoshop or Fusion? I don´t want to composite in Blender.
When I first discovered cryptomatte I was like :O
MOAR!
Hi thanks for the cool video, how can I get only ground shadow and the object? For example in Keyshot I can render a box with alpha with ground shadow, and I have a png with its ground shadow without the ground plane without Background.
In blender I know if I pick RGBA and png I have object without background. But I need ground floor, I couldnt figure out. Do you have a solution for me?
Thanks!
a bit late, but select the ground object, go to theobject settings and enable "shadow catcher" under the visibility settings
Superb video.. can you please explain detail tutorial for painting to full 3d comp workflow...👌😀
Upcoming tutorial for us 👍
FlippedNormals thankyou so much
How do cryptomattes get saved? That is, if I render out something with the cryptomatte passes, then close blender, then re-open the project, am I going to have to render again to get the mattes? (Someone in a different video said it's useful when you get feedback from the customer so you don't have to re-render, but that doesn't sound likely unless the matte info is stored in the blend file.)
Darren New The data is stored in the EXR’s. Once you render out and save an EXR, the mattes are also saved.
Have you did any tutorial for compositing previously ?
What's the difference between cryptoObject and cryptoAsset? Second case will be handy if we need parent and his children objects?
you can do both. Like if you wanted add force field effect to entire character, use asset, and then add more reflection to cloth, use material or object.
Never had to make mattes, but it's interesting. Is it sort of comparable to exporting every object in scene to its own layer, like within a Photoshop PSD, and then you can turn individual layers on or off and use adjustment layers on them?
If someone is more familiar with editing raster stuff within Photoshop, would that layered export make sense or would it still be best to use cryptomatte?
Sort of but not a show/hide layer, Crytomattes store a mask of everything "automatically" and save it in the image file. This becomes even more powerful with animation when you realise that a motion blurred blue object that zips behind other objects in the animation needs to be red, with a Cryptomatte pass included in the image file you can fix that in post production almost instantly rather than thinking about re-rendering that object and comping it over your master edit.
The difference between layers and Crytomattes is that it is a ready setup selection Mask for every Object and Material in your rendered image and the software you use needs to allow you to "Pick" the matte out of the image using the picker tool, as they showed here in Blender's compositor. Most major software has Cryptomatte support in it these days.
Thanks for your content! Is it possible to store cryptomatte data externally or do you need to rerender the image everytime you start up blender?
Yes you could export it at render time
They’re saved in the EXR files, right?
@@ciaranpmryan That's what I'm not sure about either. I have no idea how cryptomattes can be stored since it's not pixel data.
Benjamin B. As long as you render and save your EXR file, it should be in there. From the main output I render as EXRMultilayer, that way I have everything in the compositor, do what I need to do there, and then have a PNG sequence output from there.
It renders two file sequences, but you can then go back to the EXR files and change stuff there if needed without rerendering.
How do I set them up? I'm getting blank images.
Pls make a tutorial on getting a perfect Zdepth pass out of blender!!
Andrew Price recently said to use Mist and limits with the camera instead because Z-depth pass has horrible harsh edges.
@@TheCobyRandal has it been reported to blender? getting a z pass shouldn't be this difficult!!
@@jkartz92 it's not difficult, use Mist pass with the distance options in the camera settings. Z deph usualy looks just white, because its saves the distance values and white is reached by only one unit distance, so you need to set the ditance values by using a Map Range node. So just different ways to set the maximum and minimum values and Mist has antaliasing, zdepth not, because you sometimes dont want that.
blender
More compositing workflow in Blender please!
Is this the same principle as AOVS?
So, it doesn't effect the values of the materials itself right?
No, this is pure post processing. Its like taking the renders into Photoshop.
This is the answer.
I assume the cryptomatte info gets saved as exr layers to be used in Photoshop?
You can, but you'll need plugins to read the cryptomatte data correctly
check out EXR-IO, free plugin which does exactly that (render passes and cryptomatte layers to photoshop) you just have to save render as exr multilayer. Then in PS you can just CTRL+Click to select masks. They have tutorials on how to assemble back the final image from the passes, I'm just checking those out atm
Very nice tutorial.
I could not understand, that makes no diffenrce
IF you make more videos, please inform me. may be that will enlighten me.
If your going to do a node video can show it full screen not a quarter of the screen and also turn your scaling up a bit, not everyone has the time to watch videos on a large monitor, I literally cannot see a thing your doing on my iPad
We'll keep this in mind, thanks!
Thanks for the great vid guys, I always wondered about Cryptomattes!
I have a broad, kinda unrelated question - I notice most of your content on TH-cam nowadays is centred on Blender.. Is there a specific reason for this ie. is this the way the industry is heading?
Thanks Dan! Blender is a very exciting tool and 2.8 makes it much better. We dont believe it's becoming industry standard anytime soon, but it's still a great tool to know for freelancers or hobbyists.
Ahh I see - cheers guys 👍
I can think of a couple of reasons:
1) Blender has the most helpful community
2) Most users of the proprietary apps only have cheap personal/non-commercial licences, so they can’t put work on commercial sites like TH-cam.
Moar compositing workflows please.
From what I remember, this doesn't work with Eevee as of yet? I wasn't able to have any luck with that as it only worked with Cycles...
Lo Hung Wang yup, Cycles only for now 😢
How can we export models from zbrush to blender without crashing ??
Try to decimate your models in ZBrush first to reduce the polycount.
Thanks
still dont get why we need to connect 3 noodles per cryptomatte output, its so tedious all the time?!?!
Why in your voice overs do you have a deeper voice, that's so funny XD
what mean blender 2.82 alpha
add hastag NPR Blender for video get easily found plzz :3
A few months ago these guys were clowning on Blender, now look at them making all these vids
Have you ever bumped into a problem and you sees that the only way you can fix it is using blender?
Needs Eevee support
more, More MORE!!!👍
Yes! More will come.
Blender Node system looks complicated. Nuke and Natron have better node systems. I hope developers redesign it.
Yes, Nuke definitely has a more elegant Node system.
What matters is what you can make with them.
Remember when you guys didn't like Blender lol
Yeah, because I still don't like it.
look 2d!
cryptocurrency on steroids cryptohype crypto3d cryptomattes crypto-art-trend, the power of crypto :D
sorry, this is just not very well explained. Going to have to google another tutorial on this :/