Hey sorry guys, I made a bit of a mistake in this video by not showing how to save the passes out. Essentially you DON'T want to do the compositing in your 3D scene but rather render your 3D directly to "OpenEXR Multi Layer" format (in the output settings). If you're not using Cryptomatte then you can set it to "Float (Half)" Then you would do your compositing in another scene or blender file and bring your render in to the comp using Image nodes rather than the Render Layer nodes. The Image nodes will have all the same pass outputs as long as you render OpenEXR MultiLayer from your 3D scene. I will do another video to explain but I'm not going to get a chance until next week.
Thanks for clarifying that! I've done that mistake in the past and my initial render got rendered twice (first from the main file output and then from the file output in the compositor)
alright, if you could now tell me which node I use to add in the shadow layer then everything's perfect and just a little side question: is it possible to use the denoise node on just the shadow layer or will that break things? because I made a teddy bear with hair particles and the shadow's are a bit too noisy in my opinion but when I add the denoise node to the whole image it treats all the hair like noise and blurs it to the point where I could have just used a flat surface. then I remembered you had this tutorial about render passes so I figured I might ask you about it
@@pierregagne1998 hello brother I have a question if you can help me, I want to save the passes in exr file or multiple png files which contains direct difuse glossy z depth and id or mask object ... How to save passes to do the compositing on after effect ?
@@imad3d536 Use Cryptomatte to output OpenEXR Multilayer with the Cycles render engine. "ua-cam.com/video/Ml1Kic4VopA/v-deo.html". Then in the Passes, just enable everything (Direct, Indirect, Color) and check all the tick boxes you need. It is going to give you a bigger file size but everything will be included. For Cryptomatte setup, enable "Object", "Material" and "Asset" and leave the "Cryptomatte Levels" untouched. Press "CTRL + F12" to render the animation(s) after you made a specific folder location for the frames output. To save time install "www.exr-io.com/". See the tutorials here "www.exr-io.com/learning/" to output your sequence of frames without getting a huge cobweb in the Blender's Compositor tab. I haven't figured out yet how to get the Subsurface Scattering to work with Cryptomatte, but my guess is that you need to assign a texture in the shading network in Blender. Just enable RGBA if you decide to use PNG instead of Multilayers Open EXR files. Finally, open the images sequences in After Effects or in Blender's Compositor if you prefer. There is a course on www.chocofur.com "Interior Visualization Blender 2.80 Course" (Check Learning resources). It is worth every penny since it is an invaluable tool to have everything tied together in a structured fashion instead of scurrying around UA-cam. Let me know if that helped! Happy Blendering !
Hey guys, hope you enjoy my latest tutorial. This was a request from a friend who's learning Blender and he couldn't find much info on render passes. Is there anything you're struggling with in Blender that you haven't been able to find much info on? Let me know in the comments and and I'll look into doing a video about it.
The animation tools, especially the NLA editor and how to blend one animation into another like and idle into a walk into a run, and some kind of controller, controlling drivers to make it all work
One thing you didn’t mention that’s super important is that to save passes to a file you have to use OpenEXR multilayer, otherwise all the pass info will be lost as soon as you close Blender.
Hey Dylan, really good tutorial - thank you! I'm still struggling with the comping of those passes in Fusion. Unfortunately I can't recreate the look of the beauty pass and apparently the alpha channel seems to get lost during export (channel is ticked in blender and in fusion as alpha selected, but in fusion it's simply black). Sorry for this somewhat vague question. Maybe you got some tips on hand :)
I've watched a ton of videos on this subject but yours is the first that really showed me how to get control of those damn nodes and all the spaghetti!
Just want to say THANK YOU for taking the time to make this video. After watching this, I will always render out passes. So much flexibility for the composite stage.
I really appreciate this tutorial especially for the part when you mix passes with cryptomatte node! Hope I didn't duplicate anybody's comment. Just two tips: 1. You can save this setup in your startup file so that you don't have to repeat all these steps each time you do a project for a client, or save it in a file and append it (after enabling all the passes you need in the settings). 2. If your render takes 3 days to complete, you can save the output file as an EXR and later edit this file. Or enable the "save temporary render" switch (if I'm not wrong) in render preferences, in order to force blender to save them automatically as .exr: handy with animations...
Mind blown. I'm more of a modeler but I've been meaning to get into rendering a bit deeper. Your tutorial has really opened my eyes to Render Passes...Thanks!
Thank you for putting this up, especially pointing out the hotkeys and basic mouse gestures to do the small stuff in the node editor. As a blender noob here, I appreciate those comments.
It would be great if you shot a video about shader nodes and working with them, because there are few videos on UA-cam that explain how to work with them, how to compose them correctly. Or explain all the mix shader modes. Thank you for your awesome content!
This is a very informative video. I would be interested in a follow-up video about saving each pass as image files and how to put them together in programs like Gimp, Photoshop and After Effects.
Thanks so much for the straight forward explanation and demonstration of purpose. I've been looking at the render passes section for years wondering what to really use it for and just ignoring it.
I believe this is one of the most informative videos on blender, Thank you for sharing the knowledge, honestly, I didn't figure out till the very end of the video why all of this deconstruction and reconstruction, but the cryptomatt is really worth it... still the benefits are most for videos, images can be fixed in image editors. The only drawback is that mixing to be done but it worth saving the render time and electricity. Thank you.
First video I’m seeing of yours. I really appreciate you sharing your knowledge. Good explanation abd great example of how to make changes and what the gotchas might be. I’ll be following.
Really insightful mate. Thanks! I've worked with Blender for years now and render passes is one of those areas I've not done too much with. The odd bit of glare on lights, fog, or adjustments that could be done in most decent image editors. This is a whole new dimension though. Very useful indeed.
Fantastic tut. everything you wanted to know about passes but were afraid to ask coz you thought everyone was smarter than you.......except this guy really is smart.......so watch and pay attention
I will go the Ian Hubert lazy way and simply change the color of the ball inside the material editor. x)))))))) Very good tuts though I have to say. You have clarity in your explanations it's awesome to follow your tuts because of that since you don't just skip over details yet you keep adding side hints which are often overlooked.
This was a fantastic video thank you so much. I always had trouble with fog glow on emission objects but now with the emission pass I'll be able to hone in on my craft. Cheers mate!
One of the developers was asked about this at the Blender Conference and he was saying because of the way Eevee works splitting out stuff like specular, diffuse etc is not straightforward. I just wish they'd hurry up and add object motion blur!
hey great video - was just wondering is there way to render out the normal (digital multicoloured) render pass in layout mode? would like to easily get this effect!
This is a great video, thank you for sharing. Maybe you can answer a situation I continuously run into. When previewing each of my passes before export, Ambient Occlusion is either true white or true black. It does not appear to have any of the grey values that I really need from an Ambient Occlusion pass. It currently looks more like a mask between objects and world / transparent. This issue does not appear to be associated to the Ambient Occlusion material node; when adding, it has no effects to the Ambient Occlusion pass and only adds to the material itself. The AO pass remains true white / black. What am I doing wrong here?
Hey Dylan, thanks for the great content! I think one of the biggest things I struggle with is UV's. I worked through your moving image video and thought it was awesome, but if you could produce a video that takes a thorough look at UV's and projection methods, I know I would appreciate it!
Thank you for the tutorial, I have a naïve question, in "2:53" when you chose, "Diffuse direct", why the big sphere in the back become completely black? I downloaded the scene (thanks again) and I saw it's a metallic object, but the light rays reach that sphere, why it shows completely black?
The Blender Manual entry on Passes defines Diffuse Direct: "We define direct lighting as coming from lamps, emitting surfaces, the background, or ambient occlusion after a single reflection or transmission off a surface" and then Glossy Direct: "Same as above, but for glossy BSDFs." I think this implies they are just separated based on gloss of the object.
i know i can use the z pass in compositing to defocus grease pencil objects to get depth of field. could i use these passes to somehow get grease pencil objects to reflect? like a cartoon character swimming in reflective water? i have not found a way to do this yet but would really love to
Awesome video. Would like to see your thoughts on how to export/save the passes to disk and then reload them into compositor from separate files. As it stands, those passes would only be in memory right after a render. Or am I missing something?
If you set your render output to OpenEXR Multilayer then the passes get saved into that. At the moment separating them out into separate files is a bit of a pain (you need to use the "File Output" node in the compositor and hook them all up) But I'm working on making that process A LOT easier.
Auto-liked at the Cryptomatte part) P.S. "Gallop around Europe" about simulation types (fire, smoke, fluid and etc), force fields and particle/hair system - can be good idea for a series "simply about hard things". Touching curves also appreciated)
16:40 that color adjustment only works because the original color is white. If it's another color, the multiplication between the original and the new color gives undesired results, how can it be made so that it works with other colors? Edit: found a way: first multiply by 0 (change the rgb to black, instead of the desired color) and then add that output with the desired color. Both operations use the Cryptomate as the fac.
Good tutor, thanks! I have some issues with combining passes in figma and photoshop because of different color spaces I think. Would you please make some sort of tutor video about how to post process blender passes in other soft )
Hey Dylan, is it possible to render these passes individually? So that I can remake the final render without the Combined layer, as you can imagine I am asking this to see if I can create a shot with Cycles, break it down in passes and render out an animation.
If you mean render each pass into it's own file rather than all into the multilayer exr then it is possible but a bit annoying to set up. In the compositor you need to connect each pass into a "File Output" node. You can set where each pass is saved in this node
Hey, thanks for the upload. I have a question. What you refer to in this video as render passes, I would normally refer to as AOVs or Frambuffers. A render pass to me would be, for example, a background, a foreground, a character, a shadow pass etc. 'Layers' that have been rendered out with hold-outs, matte objects, primary visibilty overrides and the like. Is this possible in the new blender? How do I create material overrides and visiblity attribute overrides in render layers?
Yeah Render Passes is the Blender name for them but each renderer has their own names like AOV, Render Elements, Passes etc. Blender has a pretty decent layer system now. There are certain things you can override (like primary vis, holdout etc) but you can't override individual objects' materials or specific parameters like in Maya. As far as I'm aware anyway.
@@DylanNeill3D Isn't it the function of the "Oscurart Material Overrides" under the "Render Properties" option ? I also see a Material "Override" in the "View Layers Properties" option if you scroll down from the "Cryptomatte" menu.
Theres a custom build with them in but they don't support splitting the light pass into diffuse/glossy etc yet. I'm guessing the patch should make it into 2.82 or 83
the crypto matte has proven very useful but is there any way to save the cryptomatte data separately so that I can use it in a separate file or composite in a later time?
Yeah at the moment you either have to set render output to multilayer exr or create a file out node in the compositor and hook it all up. But I'm working on something to make this process easier.
If I want to use some of these layers within Blender, how do I access the different layers. When I load an Open EXR image to use in a texture, it only shows me the combined layer. Thanks!
Thanks! The old Object Index and Material Index passes don't support anti-aliasing or motion blur and have essentially been replaced by cryptomatte. I wouldn't be surprised if they are removed from a future version of Blender.
Wow! I had no idea this kind of stuff was available. Great stuff. Can't wait to see what other great tuts you have or will do so I subscribed. As a suggestion, I have been having the worst time rendering fire in Eevee with Film transparency enabled for a Alpha background. Any light you can shed there would be fantastic!
in your professional work do you use blender or after effects for composition? im not sure what option its better. great information here, the cryptomatte can be very useful for future projects
I use Nuke mostly, or sometimes either Digital Fusion or Blender compositor for simple stuff. After Effects is great for design/motion graphics but not so good for visual effects and 3D compositing.
One q about the render layer node and the crypto input sockets, why did you connect all 3 of them? I believe you only need one and still can select several objects with the dropper. Is there a reason why you have all 3 going into the crypto-node? Why is there more than one coming from one render layer node? (I guess on the crypto node it's for several view layers going into it at the same time?) You can remove the inputs from the crypto-node you don't need, I'm not sure you can reduce the output sockets from the render layer outputnode (but you can increase them in the render settings I think?), I can't find an explanation for the standard number of sockets/inputs there?
Yeah you can turn down the "levels" in the cryptomatte pass settings to get less output channels and then remove the channels from the node. I don't think you can just leave them unconnected but I could be wrong. Reducing the amount of channels will mean less accuracy which could affect not only how many objects/materials etc you can create separate mattes for but also (I think) matte edge quality. So if you only have a couple of objects without motion blur etc you might be able to get away with it.
In the compositor you can connect a File Output node to the pass outputs on the Render Layers node and then save them out to png or something for photoshop. For after effects you can try using the multi layer exr output. I've added some info to a pinned comment at the top.
Hey Dylan - Great Tut. When you close a blender file and re-open, the passes are gone. Can you save them (preferably in the .blend) so that you always have the passes and cryptos for when the client wants that pink ball :)
1:50 Isn't transmission when the red diffuse of a cube is reflected back onto a white wall for example? I don't think it has anything to do with transparency.
Hey sorry guys, I made a bit of a mistake in this video by not showing how to save the passes out.
Essentially you DON'T want to do the compositing in your 3D scene but rather render your 3D directly to "OpenEXR Multi Layer" format (in the output settings). If you're not using Cryptomatte then you can set it to "Float (Half)"
Then you would do your compositing in another scene or blender file and bring your render in to the comp using Image nodes rather than the Render Layer nodes. The Image nodes will have all the same pass outputs as long as you render OpenEXR MultiLayer from your 3D scene.
I will do another video to explain but I'm not going to get a chance until next week.
Thanks for clarifying that! I've done that mistake in the past and my initial render got rendered twice (first from the main file output and then from the file output in the compositor)
Great videos Dylan! Thanks for sharing your knowledge, I've subscribed to your channel.
alright, if you could now tell me which node I use to add in the shadow layer then everything's perfect
and just a little side question: is it possible to use the denoise node on just the shadow layer or will that break things? because I made a teddy bear with hair particles and the shadow's are a bit too noisy in my opinion but when I add the denoise node to the whole image it treats all the hair like noise and blurs it to the point where I could have just used a flat surface. then I remembered you had this tutorial about render passes so I figured I might ask you about it
@@pierregagne1998 hello brother
I have a question if you can help me, I want to save the passes in exr file or multiple png files which contains direct difuse glossy z depth and id or mask object ...
How to save passes to do the compositing on after effect ?
@@imad3d536 Use Cryptomatte to output OpenEXR Multilayer with the Cycles render engine. "ua-cam.com/video/Ml1Kic4VopA/v-deo.html".
Then in the Passes, just enable everything (Direct, Indirect, Color) and check all the tick boxes you need. It is going to give you a bigger file size but everything will be included.
For Cryptomatte setup, enable "Object", "Material" and "Asset" and leave the "Cryptomatte Levels" untouched.
Press "CTRL + F12" to render the animation(s) after you made a specific folder location for the frames output.
To save time install "www.exr-io.com/".
See the tutorials here "www.exr-io.com/learning/" to output your sequence of frames without getting a huge cobweb in the Blender's Compositor tab.
I haven't figured out yet how to get the Subsurface Scattering to work with Cryptomatte, but my guess is that you need to assign a texture in the shading network in Blender.
Just enable RGBA if you decide to use PNG instead of Multilayers Open EXR files.
Finally, open the images sequences in After Effects or in Blender's Compositor if you prefer.
There is a course on www.chocofur.com "Interior Visualization Blender 2.80 Course" (Check Learning resources).
It is worth every penny since it is an invaluable tool to have everything tied together in a structured fashion instead of scurrying around UA-cam.
Let me know if that helped! Happy Blendering !
You're one of the few people who actually explains kinda industry workflows and I love it, keep it up man
Hey guys, hope you enjoy my latest tutorial. This was a request from a friend who's learning Blender and he couldn't find much info on render passes. Is there anything you're struggling with in Blender that you haven't been able to find much info on? Let me know in the comments and and I'll look into doing a video about it.
The animation tools, especially the NLA editor and how to blend one animation into another like and idle into a walk into a run, and some kind of controller, controlling drivers to make it all work
Great tut! Easy to understand. Thank you very much.
Such a headache with compositing. Everything about this topic is gold mine to me.
One thing you didn’t mention that’s super important is that to save passes to a file you have to use OpenEXR multilayer, otherwise all the pass info will be lost as soon as you close Blender.
Hey Dylan, really good tutorial - thank you! I'm still struggling with the comping of those passes in Fusion. Unfortunately I can't recreate the look of the beauty pass and apparently the alpha channel seems to get lost during export (channel is ticked in blender and in fusion as alpha selected, but in fusion it's simply black). Sorry for this somewhat vague question. Maybe you got some tips on hand :)
Specifically shadows, shadow catchers, shadow passes, compositing with shadows etc.
I've watched a ton of videos on this subject but yours is the first that really showed me how to get control of those damn nodes and all the spaghetti!
Just want to say THANK YOU for taking the time to make this video. After watching this, I will always render out passes. So much flexibility for the composite stage.
I really appreciate this tutorial especially for the part when you mix passes with cryptomatte node!
Hope I didn't duplicate anybody's comment. Just two tips:
1. You can save this setup in your startup file so that you don't have to repeat all these steps each time you do a project for a client, or save it in a file and append it (after enabling all the passes you need in the settings).
2. If your render takes 3 days to complete, you can save the output file as an EXR and later edit this file. Or enable the "save temporary render" switch (if I'm not wrong) in render preferences, in order to force blender to save them automatically as .exr: handy with animations...
Good tips!
3 years later this video is still very useful! thank you
Mind blown. I'm more of a modeler but I've been meaning to get into rendering a bit deeper. Your tutorial has really opened my eyes to Render Passes...Thanks!
Thank you for putting this up, especially pointing out the hotkeys and basic mouse gestures to do the small stuff in the node editor. As a blender noob here, I appreciate those comments.
The numbering of the cryptomatte output sockets of the "Render Layers" node has been fixed for 2.82.
Oh thats great!
2.82 just released 2days ago, and I will definitely try this!
The best clear tutorial to explain pass ,expect more tutorial
Answering the “why would I need this?” questions was great. Thanks.
This would've helped me a lot months ago, but I'm thankful for this as now I can reference a good thorough tutorial on passes.
It would be great if you shot a video about shader nodes and working with them, because there are few videos on UA-cam that explain how to work with them, how to compose them correctly. Or explain all the mix shader modes.
Thank you for your awesome content!
Yeah OK that sounds like a good idea!
This is a very informative video.
I would be interested in a follow-up video about saving each pass as image files and how to put them together in programs like Gimp, Photoshop and After Effects.
You have exr io for photoshop and another similar to gimp, than can read exr multilayer files
amazing walkthrough, thanks for this friendly informative lecturing style
Thanks so much for the straight forward explanation and demonstration of purpose. I've been looking at the render passes section for years wondering what to really use it for and just ignoring it.
Just the right amount of info. not more, not less. this is a perfect video.
This was very helpful even without the saving step. Thank you!
I believe this is one of the most informative videos on blender, Thank you for sharing the knowledge, honestly, I didn't figure out till the very end of the video why all of this deconstruction and reconstruction, but the cryptomatt is really worth it... still the benefits are most for videos, images can be fixed in image editors.
The only drawback is that mixing to be done but it worth saving the render time and electricity.
Thank you.
I was just looking this up and there you appear, thanks.
haha same here
And your comment here helped me discover your works.
First video I’m seeing of yours. I really appreciate you sharing your knowledge. Good explanation abd great example of how to make changes and what the gotchas might be. I’ll be following.
Really insightful mate. Thanks! I've worked with Blender for years now and render passes is one of those areas I've not done too much with. The odd bit of glare on lights, fog, or adjustments that could be done in most decent image editors. This is a whole new dimension though. Very useful indeed.
Great tutorial! Thanks for taking your time and sharing your knowledge. Happy Blending for all!
Fantastic tut. everything you wanted to know about passes but were afraid to ask coz you thought everyone was smarter than you.......except this guy really is smart.......so watch and pay attention
You are the man, so much info, so much knowledge, so much love for the community!
Very useful tutorial. Thumbs up for even showing how to arrange the nodes in a way that makes it easier to deal with the complexity.
Thank you! :)
Thank you for the tutorial. There isn't a lot of information about compositing in Blender it seems like a solid compositing package.
You simplified this and it made more sense to me than ever! Thank you so much
The best tutorial on Render Passes...
I will go the Ian Hubert lazy way and simply change the color of the ball inside the material editor. x))))))))
Very good tuts though I have to say. You have clarity in your explanations it's awesome to follow your tuts because of that since you don't just skip over details yet you keep adding side hints which are often overlooked.
i love the way you explained
This was a fantastic video thank you so much. I always had trouble with fog glow on emission objects but now with the emission pass I'll be able to hone in on my craft. Cheers mate!
best vid on render passes I've seen thus far. kudos
I never knew about cryptomatte, but it is awesome!
Thank you so much for this! Love these technical videos that many dont talk about.
Keep them coming. I always learn tons. Thanks!
Bro, this is INVALUABLE! Hats off!
very helpful - great short-cut tips - thank you !!
Thank you so much for explaining this in depth. Subscribed!
Great video; thanks. Now I finally understand what cryptomatte can do.
amazing this is so good loving those tuts more please from the compositor
Wow, exatcly what i was looking for, thank you soo much, very clear and very usefull
that was very helpful for me . thanks for making such a good video
As always, awesome explanations!!
Thanks Dylan!
Love it, clear and consise, thank you!
This feature is so good, especially when there are tiny things you want to change
Very nice, easy to follow tutorial! Thanks!
I always learn so much from your high quality tutorials. Thank you!
This helped me with my homework. Thank you very much
Super helpful, thank you for this awesome tutorial~~
great video, great presentation. explained a lot of information fast and efficiently. kudos.
very clear bout render passes. now i understand. thanksss man
I really appreciate this tutorial because i'm look for a tutorial like this Thanks
Thank you! Hope they would add some more passes for Eevee either in the future!
One of the developers was asked about this at the Blender Conference and he was saying because of the way Eevee works splitting out stuff like specular, diffuse etc is not straightforward. I just wish they'd hurry up and add object motion blur!
@@DylanNeill3D oh, that's pain! ))
Loved it absolutely! Most difficult thing in Blender made simple and easy. Thanks
This is so useful and well-explained!! Thank you.
hey great video - was just wondering is there way to render out the normal (digital multicoloured) render pass in layout mode? would like to easily get this effect!
This is a great video, thank you for sharing. Maybe you can answer a situation I continuously run into. When previewing each of my passes before export, Ambient Occlusion is either true white or true black. It does not appear to have any of the grey values that I really need from an Ambient Occlusion pass. It currently looks more like a mask between objects and world / transparent. This issue does not appear to be associated to the Ambient Occlusion material node; when adding, it has no effects to the Ambient Occlusion pass and only adds to the material itself. The AO pass remains true white / black. What am I doing wrong here?
Very informative - thank you
Hey Dylan, thanks for the great content! I think one of the biggest things I struggle with is UV's. I worked through your moving image video and thought it was awesome, but if you could produce a video that takes a thorough look at UV's and projection methods, I know I would appreciate it!
Thanks a ton! Very good explaination.
great one, thanks a lot
Excellent tutorial. Many thanks!
thats cool. What i need) but how to render all passes? Can blender to render all passes animation shot without my directing?
Really useful info. I might start using this strategy...
Great video, thank you!
Thank you for the tutorial, I have a naïve question, in "2:53" when you chose, "Diffuse direct", why the big sphere in the back become completely black? I downloaded the scene (thanks again) and I saw it's a metallic object, but the light rays reach that sphere, why it shows completely black?
The Blender Manual entry on Passes defines Diffuse Direct: "We define direct lighting as coming from lamps, emitting surfaces, the background, or ambient occlusion after a single reflection or transmission off a surface" and then Glossy Direct: "Same as above, but for glossy BSDFs."
I think this implies they are just separated based on gloss of the object.
Awesome tut :)
That is a great explanation video. Thank you a lot!
Thank you very much for this tutorial! It's really helpful
i know i can use the z pass in compositing to defocus grease pencil objects to get depth of field. could i use these passes to somehow get grease pencil objects to reflect? like a cartoon character swimming in reflective water? i have not found a way to do this yet but would really love to
Awesome video. Would like to see your thoughts on how to export/save the passes to disk and then reload them into compositor from separate files.
As it stands, those passes would only be in memory right after a render. Or am I missing something?
If you set your render output to OpenEXR Multilayer then the passes get saved into that. At the moment separating them out into separate files is a bit of a pain (you need to use the "File Output" node in the compositor and hook them all up) But I'm working on making that process A LOT easier.
Auto-liked at the Cryptomatte part)
P.S. "Gallop around Europe" about simulation types (fire, smoke, fluid and etc), force fields and particle/hair system - can be good idea for a series "simply about hard things".
Touching curves also appreciated)
Manta flow will be replacing all the current fluid stuff in a future version of Blender so I'm looking into doing some videos about that soon.
16:40 that color adjustment only works because the original color is white. If it's another color, the multiplication between the original and the new color gives undesired results, how can it be made so that it works with other colors?
Edit: found a way: first multiply by 0 (change the rgb to black, instead of the desired color) and then add that output with the desired color. Both operations use the Cryptomate as the fac.
Good tutor, thanks! I have some issues with combining passes in figma and photoshop because of different color spaces I think. Would you please make some sort of tutor video about how to post process blender passes in other soft )
by adding all these outputs to the render layers node, does it add any time to the final render?
this is so educative thanks
Hey Dylan, is it possible to render these passes individually? So that I can remake the final render without the Combined layer, as you can imagine I am asking this to see if I can create a shot with Cycles, break it down in passes and render out an animation.
If you mean render each pass into it's own file rather than all into the multilayer exr then it is possible but a bit annoying to set up. In the compositor you need to connect each pass into a "File Output" node. You can set where each pass is saved in this node
Hey, thanks for the upload. I have a question. What you refer to in this video as render passes, I would normally refer to as AOVs or Frambuffers. A render pass to me would be, for example, a background, a foreground, a character, a shadow pass etc. 'Layers' that have been rendered out with hold-outs, matte objects, primary visibilty overrides and the like.
Is this possible in the new blender? How do I create material overrides and visiblity attribute overrides in render layers?
Yeah Render Passes is the Blender name for them but each renderer has their own names like AOV, Render Elements, Passes etc.
Blender has a pretty decent layer system now. There are certain things you can override (like primary vis, holdout etc) but you can't override individual objects' materials or specific parameters like in Maya. As far as I'm aware anyway.
@@DylanNeill3D Isn't it the function of the "Oscurart Material Overrides" under the "Render Properties" option ? I also see a Material "Override" in the "View Layers Properties" option if you scroll down from the "Cryptomatte" menu.
Wow nice,but anyway did blender have light pass?
Theres a custom build with them in but they don't support splitting the light pass into diffuse/glossy etc yet. I'm guessing the patch should make it into 2.82 or 83
@@DylanNeill3D thank's man
the crypto matte has proven very useful but is there any way to save the cryptomatte data separately so that I can use it in a separate file or composite in a later time?
Yeah at the moment you either have to set render output to multilayer exr or create a file out node in the compositor and hook it all up. But I'm working on something to make this process easier.
If I want to use some of these layers within Blender, how do I access the different layers. When I load an Open EXR image to use in a texture, it only shows me the combined layer. Thanks!
You are the best. Thank you!
Very helpful video man, thank you!
Thank you, I have been looking for this a little while. I love your channel.
Could you make a tutorial on material ID and Object ID, please?
Thanks! The old Object Index and Material Index passes don't support anti-aliasing or motion blur and have essentially been replaced by cryptomatte. I wouldn't be surprised if they are removed from a future version of Blender.
A really good video. Thanks.
Wow! I had no idea this kind of stuff was available. Great stuff. Can't wait to see what other great tuts you have or will do so I subscribed. As a suggestion, I have been having the worst time rendering fire in Eevee with Film transparency enabled for a Alpha background. Any light you can shed there would be fantastic!
How do you use Pass Index on Grease Pencil-objects? I can't find any help online :)
in your professional work do you use blender or after effects for composition? im not sure what option its better. great information here, the cryptomatte can be very useful for future projects
I use Nuke mostly, or sometimes either Digital Fusion or Blender compositor for simple stuff. After Effects is great for design/motion graphics but not so good for visual effects and 3D compositing.
Is there a way to output individual light contribution (direct, indirect) as separate passes / aov ?
One q about the render layer node and the crypto input sockets, why did you connect all 3 of them? I believe you only need one and still can select several objects with the dropper. Is there a reason why you have all 3 going into the crypto-node? Why is there more than one coming from one render layer node? (I guess on the crypto node it's for several view layers going into it at the same time?)
You can remove the inputs from the crypto-node you don't need, I'm not sure you can reduce the output sockets from the render layer outputnode (but you can increase them in the render settings I think?), I can't find an explanation for the standard number of sockets/inputs there?
Yeah you can turn down the "levels" in the cryptomatte pass settings to get less output channels and then remove the channels from the node. I don't think you can just leave them unconnected but I could be wrong. Reducing the amount of channels will mean less accuracy which could affect not only how many objects/materials etc you can create separate mattes for but also (I think) matte edge quality. So if you only have a couple of objects without motion blur etc you might be able to get away with it.
How can you bring those passes into photoshop. Do the comping there or aftereffects
In the compositor you can connect a File Output node to the pass outputs on the Render Layers node and then save them out to png or something for photoshop. For after effects you can try using the multi layer exr output. I've added some info to a pinned comment at the top.
so basiccaly (just a exaggerated thought) i can change the color of anything with cryptomat?
Pretty much!
Great Tut. Definitely hitting that subscribe! Cheers
Thank you for this Video !!
Now I know something about Compositing .. :D
Hey Dylan - Great Tut. When you close a blender file and re-open, the passes are gone. Can you save them (preferably in the .blend) so that you always have the passes and cryptos for when the client wants that pink ball :)
Hey yeah I should have covered this. I've added some more info to a pinned comment at the top.
Hi i wanna ask , does this process can be applied on animation renders? How do i export animation render passes ?
1:50 Isn't transmission when the red diffuse of a cube is reflected back onto a white wall for example? I don't think it has anything to do with transparency.
Transmission is how light transmits thru an object, ie. glass, plastics, lampshades, etc.
@@PyroNicampt I was just utterly wrong then. Sorry for the confusion