[Bf-docboard-svn] bf-manual: [7462] trunk/blender_docs/manual/render/layers: EEVEE: Add cryptomatte + AOV documentation
Jeroen Bakker
noreply at blender.org
Mon Dec 7 16:29:04 CET 2020
Revision: 7462
https://developer.blender.org/rBM7462
Author: jbakker
Date: 2020-12-07 16:29:04 +0100 (Mon, 07 Dec 2020)
Log Message:
-----------
EEVEE: Add cryptomatte + AOV documentation
Modified Paths:
--------------
trunk/blender_docs/manual/render/layers/passes.rst
Added Paths:
-----------
trunk/blender_docs/manual/render/layers/passes_aov.rst
Modified: trunk/blender_docs/manual/render/layers/passes.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/passes.rst 2020-12-07 03:28:50 UTC (rev 7461)
+++ trunk/blender_docs/manual/render/layers/passes.rst 2020-12-07 15:29:04 UTC (rev 7462)
@@ -179,27 +179,8 @@
.. _render-cycles-passes-aov:
-Shader AOV
-----------
+.. include:: passes_aov.rst
-Shader AOVs (Arbitrary Output Variables) provide custom render passes for arbitrary shader node components.
-As an artist this can be a good way to debug or tweak very fine details of a scene in post processing.
-To use Shader AOVs create the pass in the *Shader AOV* panel then reference this pass with
-the :doc:`AOV Output </render/shader_nodes/output/aov>` shading node.
-Shader AOVs can be added or removed in the *Shader AOV* panel.
-In this panel is a list of all AOV passes; each AOV in the list consists of a *Name* and *Data Type*.
-
-Name
- The name of the render pass; this is the *Name* that is referenced in the *AOV Output* node.
- Arbitrary names can be used for these passes,
- as long as they do not conflict with built-in passes that are enabled.
-
-Data Type
- Shader AOVs can either express a *Color* or a *Value* variable.
- The *Color* variable as the name suggest can be used for a color but also a normal value.
- A *Value* variable can be used for any single numerical value.
-
-
.. _render-eevee-passes:
Eevee
@@ -278,6 +259,53 @@
.. figure:: /images/render_layers_passes_eevee-combine.svg
+Cryptomatte
+-----------
+
+Cryptomatte is a standard to efficiently create mattes for compositing.
+Cycles outputs the required render passes, which can then be used in the Blender Compositor
+or another compositor with Cryptomatte support to create masks for specified objects.
+
+Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
+and mattes will be anti-aliased and take into account effects like motion blur and transparency.
+
+Include
+ Object
+ Render cryptomatte object pass, for isolating objects in compositing.
+ Material
+ Render cryptomatte material pass, for isolating materials in compositing.
+ Asset
+ Render cryptomatte asset pass, for isolating groups of objects with the same
+ :doc:`parent </scene_layout/object/editing/parent>` in compositing.
+
+Levels
+ Sets how many unique objects can be distinguished per pixel.
+Accurate Mode
+ Generate a more accurate Cryptomatte pass by evaluating more samples. When turned off, the
+ levels setting determines the number of samples to evaluate.
+
+
+Typical Workflow
+^^^^^^^^^^^^^^^^
+
+#. Enable Cryptomatte Object render pass in the Passes panel, and render.
+#. In the compositing nodes, create a Cryptomatte node and
+ link the Render Layer matching Image and Cryptomatte passes to it.
+#. Attach a Viewer node to the Pick output of the Cryptomatte node.
+#. Use the Cryptomatte Add/Remove button to sample objects in the Pick Viewer node.
+#. Use the Matte output of the Cryptomatte node to get the alpha mask.
+
+.. seealso::
+
+ :doc:`Cryptomatte Node </compositing/types/matte/cryptomatte>`.
+
+
+.. _render-eevee-passes-aov:
+
+.. include:: passes_aov.rst
+
+
+
Known Limitations
=================
Added: trunk/blender_docs/manual/render/layers/passes_aov.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/passes_aov.rst (rev 0)
+++ trunk/blender_docs/manual/render/layers/passes_aov.rst 2020-12-07 15:29:04 UTC (rev 7462)
@@ -0,0 +1,19 @@
+Shader AOV
+----------
+
+Shader AOVs (Arbitrary Output Variables) provide custom render passes for arbitrary shader node components.
+As an artist this can be a good way to debug or tweak very fine details of a scene in post processing.
+To use Shader AOVs create the pass in the *Shader AOV* panel then reference this pass with
+the :doc:`AOV Output </render/shader_nodes/output/aov>` shading node.
+Shader AOVs can be added or removed in the *Shader AOV* panel.
+In this panel is a list of all AOV passes; each AOV in the list consists of a *Name* and *Data Type*.
+
+Name
+ The name of the render pass; this is the *Name* that is referenced in the *AOV Output* node.
+ Arbitrary names can be used for these passes,
+ as long as they do not conflict with built-in passes that are enabled.
+
+Data Type
+ Shader AOVs can either express a *Color* or a *Value* variable.
+ The *Color* variable as the name suggest can be used for a color but also a normal value.
+ A *Value* variable can be used for any single numerical value.
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Property changes on: trunk/blender_docs/manual/render/layers/passes_aov.rst
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Added: svn:eol-style
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+native
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