Arnold 5 Cryptomatte

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Psyop have announced the beta release of Cryptomatte for Arnold 5, as well as version 1.2.0-Beta of the Cryptomatte specification, and reference Nuke implementation.
Note that this is a beta release, both for AlShaders and Nuke.

Arnold 5: (AlShaders2): https://github.com/anderslanglands/alShaders2/releases

Nuke and Fusion: https://github.com/Psyop/Cryptomatte

Arnold 5 Cryptomatte

Cryptomatte for Arnold 5 is being released as part of AlShaders, as before, but is now a standalone node.  Arnold 5.0.1 adds support for “AOV shaders”, which allow code to run on all materials in a scene, without manually connecting passthrough nodes.  This improves the workflow in numerous ways.  Using a central AOV shader node gives easy access to global Cryptomatte settings (on the one central Cryptomatte node).  It is now also much easier for a studio to create a customized version of Cryptomatte, since the code does not need to be embedded in a surface shader.  In addition to adopting the AOV shader methodology, we’ve added other features as well, such as sidecar manifests that work with deferred-loaded stand-ins, and “integer offsets” for modifying names.

Arnold 5 Documentation: Cryptomatte documentationMtoAMAXtoAC4DtoA, HtoA.

Skin Shading Using Standard Surface in Arnold 5

Skin shading is very simple using the Standard Surface shader in Arnold 5. From the Arnold user guide:

“When rendering skin, you would use a Radius color value like R:1.0, G:0.35, B:0.2, indicating that red should scatter deepest and green and blue less. This would replace the three layer workflow for skin where you would make the deep layer red to indicate that deep should scatter with a larger radius. Setting scatter_radius.R to a larger value would correspond to that.”

Below is a an example of such a skin shading setup (digital Emily files can be downloaded here).

skin1

skin-attributes

Arvid Schneider has created a video that goes through the skin shading process: