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Cryptomatte now in Redshift 2.6.11

New in Redshift 2.6.11 for Maya, Cryptomatte. Easy to use, just make the Cryptomatte AOV and choose either Material Based, Object Based, Att...

New in Redshift 2.6.11 for Maya, Cryptomatte. Easy to use, just make the Cryptomatte AOV and choose either Material Based, Object Based, Attribute Based and render. Then just load it up into your compositing application and you have all the mattes you need. So glad to see  Redshift finally have Cryptomatte support! 


Extra Patch Notes from 2.6.11

Release Notes
* [Maya] Added support for Cryptomatte
* [Maya] Added support for the “Render Info” feature in the Redshift RenderView
* [Maya] Added support for <LightGroup> tag for output files
* [Maya] Added support for ‘Ignore while rendering’ flag on attributes
* [Maya] Changed default Light Group suffix position to before the frame number
* [Maya] Xgen: Use “ConstantWidth” instead of “Width_XP” for strand width when “Widths” is not available
* [C4D] Addressed an issue in RSLights where the viewport light visibility would not be effective under certain conditions.
* [C4D] Addressed an issue with materials with Substance shaders, where parameter animation would not be effective under certain conditions.
* [C4D] Addressed an issue with materials with Substance shaders, where the substance asset references would not be transferred when pasting into a different scene.
* [C4D] Addressed an issue with RSFile animated sequences, where the loop would always continue from the Offset position.
* [C4D] Improved the performance of the tangent generation when the input geometry contains a large number of invalid polygons.
* [Max] Added environment map slot to Portal Light
* [Max] Added tex0_filename parameter to access filename in Redshift Bitmap
* [Max] Fixed bug where stored Render View settings did not get applied when loading a scene
* [Max] Fixed bug where Redshift Proxy objects scattered with ForestPack did not display in the viewport
* [Max] Added support for the “Render Info” feature in the Redshift RenderView
* [Houdini] OptiX denoise overhead settings for bucket and progressive rendering.
* [Houdini] The RSLight ‘Attenuation’ options are now located alongside the ‘Spot’ option under the ‘Light’ tab.
* [Houdini] More robust code to support the HDA embedded texure files after the assets updating.
* [Houdini] Support of the ROP node candidate/forced/excluded lights lists while building the light AOVs groups.
* [Houdini] Fixed an IPR Houdini freeze problem after deleteing the camera node.
* [Houdini] The Houdini ‘Mandril.pic’ texture is no longer extracted to avoid rendering problems.
* [Katana] OptiX denoise overhead settings for bucket and progressive rendering.
* [Katana] Fixed a problem with the not indexed vertex UV maps.
* [All] Fixed bug where 1-voxel deep volume grids would not render
* [All] Fixed bug that could cause a crash when rendering in IPR mode with AOVs enabled
* [All] Fixed bug that would effectively disable specular reflections on lights with ‘Spread’ less than 1.0
* [All] Fixed crash bug related to recent motion-blur-related SSS fix. Please see this thread for more info: https://www.redshift3d.com/forums/viewthread/19372/
* [All] Fixed bug that would result in incorrect specular light group AOVs when using blended materials
* [All] Fixed bug that could result in a crash when loading proxies containing lights with motion blur
* [All] Fixed bug that would cause garbage light group AOV results for dome lights cast through a refractive object
* [All] Fixed bug that could cause silly-looking volumetric lighting when using scaled area lights with directional ‘spread’
* [All] Fixed bug that would result in an alpha of 0 for the backside of visible area lights
* [All] Added importance sampling for volumetric area light spread

COMMENTS

Name

3d,45,3dcoat,2,3dsmax,8,adobe,1,advertisement,1,advertising,1,after effects,1,aircraft,1,airplane,1,Alexander Zhdanov,1,Andrew 'Zelfit' Mykhailov,1,Andrew Silke,1,Andriy Mykhailov,1,animated,1,animation,6,Antonis Fylladitis,1,aov,1,aovs,2,arch-viz,1,architectural,2,architecture,2,archviz,6,asset,2,assets,3,atmosphere,1,autodesk,9,Automotive,2,bike,1,blizzard,1,bloom,2,Brad Goldsworthy,1,Bruton Stroube,1,bump,1,büro bewegt,1,c4d,1,camera track,1,candy,1,Car,7,car paint,3,cg,8,cgi,49,character,5,characters,2,Cinema4d,18,clouds,2,commercial,3,compositing,4,concept,1,cops,1,cryptomatte,2,Curves,1,Dan Nissen,4,Dariusz Łacheta,1,daz 3d,1,Denoiser,2,Derek Malone,1,design,1,destruction,1,diamond,1,digital emily,1,digital set,1,digitalart,1,dispersion,1,displacement,2,educational,1,environment,10,features,1,fighter plane,1,figure,1,figures,1,flare,1,flares,1,floating house vfx,2,foliage,1,Frame Buffer,2,Fusion,3,fusion360,1,glare,1,glass,1,grooming,1,gumroad,1,gun,1,Hadi Karimi,1,hair,3,hair shading,1,halloween,1,hard surface,2,heighfield,1,height,1,heightfield,1,hidden,1,hololens,1,Houdini,19,Hüdayi Karapınar,2,industrial,1,instancing,1,intercepto,2,interior,7,invisive,1,IPR,2,Iron Man,1,Jeep,1,jet,1,jewelry,1,Julian Santiago,1,landscape,2,learning,2,liquids,1,live update,1,lookdev,7,LUT,1,LUTs,1,map,1,marvelous designer,1,material,1,materials,2,Mathieu Mrl,1,maurice,1,Maurice Jochem,1,maxon,1,Maxon,2,Maya,19,mech,2,mechanical,1,megascans,2,Mercedes-Benz,2,Mercedes-Benz Vision URBANETIC,1,metal,1,Michał Grądziel,1,microsoft,1,military,1,Mladen Alexandrov Ivanov,1,model,1,modeling,2,Muhammad Waseem,1,multiscatter,1,NASA,1,new,1,Nghị Lê,1,nicolas heluani,1,nodes,1,normal,1,nuke,2,Nvidia,2,Nykyta Tretiakov,1,OCIO,1,Oliver Grotenrath,1,oly darko,3,openvdb,1,Optix,1,outdoors,1,parasol island,1,particles,1,passes,2,patreon,4,Patrick Letourneau,1,Peter Karrlander,1,photoshop,1,planet,1,plant,1,plants,1,plug-in,1,porsche,2,post,1,post effects,1,post fx,2,procedural,5,product,6,pyro,2,pyrofx,1,quixel,1,quixel mixer,1,Rafael Chies,1,realflow,1,Redshift,76,redshift3d,68,Release,2,render,12,render view,1,rendering,1,renders,4,retro,1,robot,2,rshair,1,rsMaterial,1,rsSSS,1,samsung,2,saul espinosa,6,Scania,1,scans,2,scattering,2,sci-fi,2,scifi,4,sculpting,1,sebastion pfeifer,1,sekani,1,Sekani Solomon,2,Shader,5,shader ball,1,shaderball,1,shaders,3,shading,8,ship,1,short film,2,side effects,3,sidefx,4,sim,2,simulation,1,skin,1,skin shading,1,sky,1,slope,1,softimage,1,soulcage,1,speedtree,1,Spotlight,2,sss,2,state,1,still life,2,studies,1,study,2,stylized,1,sub surface,1,sub-surface scattering,1,substance,7,substance designer,1,substance painter,9,subsurface,1,syntheyes,1,temple,1,terrain,2,test,1,texture,1,theartofsaul,6,thinking particles,1,thure koch,1,tone mapping,1,Toni Bratincevic,1,tools,1,Trans Am,1,trees,1,Tutorial,11,TVC,2,underwtaer,1,update,3,usgs,1,vdb,1,vector,1,vehicle,11,vellum,1,vfx,31,video,1,volumes,1,volumetrics,1,Wanderson Magalhães,1,watch,1,weapon,1,xgen,1,xsi,2,Yeti,1,young jo cho,3,yumekon,1,zbrush,6,임종호,1,
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Redshift Render Blog: Cryptomatte now in Redshift 2.6.11
Cryptomatte now in Redshift 2.6.11
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