mattes output

Hi all,

I am interested in rendering mattes out of VRay for Unreal for compositing purposes. The documentation V-Ray for Unreal says “MultiMatte, Object ID and Material ID currently are not implemented.” Is it still the case?

If MultiMatte and Material/Object ID matte are not supported yet, would you recommend a way to output traditional RGB mattes for animation at the moment?

Lastly, will Cryptomatte support on the roadmap?

Thanks!
J

Hi Jason

Yes, mattes and cryptomatte are still not supported but are on the To-Do list but cannot give ETA. Cryptomatte has bigger priority than the other mattes so support for it will come sooner. Unfortunately there is no quick workaround to extract mask/mattes at the moment other than isolating objects, re-render a new sequence and use the alpha mask which will be very time consuming and unfeasible.

Best regards,
Alexander

Thank you for getting back, Alexander. Good to know that Cryptomatte is prioritized over other mattes. It would be faster to set up and easier to use in post. Look forward to be notified when it’s implemented in Vray for Unreal.

Hi Jason,

The Cryptomatte is included in the latest update. There are some limitations though and some modes are not supported. When rendering native UE materials, they are separated based on Shading Model: Unlit, Default Lit, Subsurface, ClearCoat, TwoSidedFoliage.

Let me know if that works please.

Best regards,
Simeon

Thanks for the update Simeon. Seems like the support for native UE material is much limited. Can you still do object-based matte with it if using UE materials?

Hi Jason,

The Node name id type creates mates from the Actor names and is not dependent on the type of materials used in it.

Best regards,
Alexander