If you find it silly to be a fanboy of a file format, then count me guilty as charged: I love OpenEXR. It's elegant yet powerful, specifically tailored to the needs of the VFX industry, it's the unsung hero of the silver screen. If you read my book you already know about the numerous amazing extensions: Tiled EXR for working with huge images, stereoscopic SRX files, or unlimited embedded layers for extra flexibility in compositing. Truly remarkable. Cyptomatte is the latest - although somewhat unofficial - extension.
Cryptomattes solve the eternal compositing question: How can you select a particular material/object in a rendered image?
You see, up until now everybody was depending on Material ID or Object ID passes, more commonly known as "clown pass". By rendering a flat color for each material, the hope was to extract a selection mask for targeted adjustments. That strategy works great for texturing (i.e. in Substance Painter), because here that mask only needs to provide a starting point for further refinement. But for compositing, such ID passes never worked reliably.
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| Example of a classic ID pass from Trollbridge |
The trouble is, on the border of two surfaces you get antialiasing, and that naturally graduates through all the colors inbetween, which may happen to include colors of other masks. This cross-talk between colors makes it nearly impossible to extract precise masks for fine structures and details. Worse even, in real production scenes you may well have hundreds of materials and objects in a scene, and then the ID colors end up very close to each other - completely defeating the purpose of easy selection.
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| Why traditional ID passes never really worked. |
So the whole concept of rendering compact ID passes has always been questionable at best. In real life we either constrained ourselfes to individual alpha masks on-demand (only when the compositor asks for it), or resorted to manually bundling up 3 masks at a time in RGB layers. Tedious monkey work for the CG artist, that also inflates the file size, yet still leaves a non-zero chance to receive panicked phone calls with matte requests from the comp department.
And best of all, it does it fully automatically. By using an auto-generated combination of ID and coverage masks, it can deal with subpixel-accuracy, motion blur, transparencies, and automatically packs all that data in the most efficient form. More importantly: it also includes a clever hashing mechanism to preserve the names of materials and objects. That means, instead of picking a color in compositing, you can literally pick materials from a list!
Originally developed by Jonah Friedman & Andrew C. Jones at Psyop, this idea was just too good to remain a secret. They published their tech at SIGGRAPH 2015, proclaimed it an Open Source project, and it has quickly turned into a buzzing grassroots-like movement to integrate it everywhere. By now Cryptomatte is the de-facto standard for ID mattes, it is readily supported in V-Ray, Houdini, Blender Cycles, RenderMan, Redshift, Clarisse, Arnold, Nuke, Fusion, Flame, After Effects. The latest addition is Lightwave 2018 support, via Micheal Wolf's EXRTrader plugin:
Big thanks to all involved! Even though my beloved Modo is not on that list yet, I'm very happy for all my fellow CG artists and compositors, whose lifes have just become a little bit easier. And it's also a shining example of a good idea sweeping through the industry, fueled by the power of Open Source, and establishing a de-facto standard solution for a previously painful problem. Go Crypromatte, Go!
Grab the plugins for your pipeline from https://github.com/Psyop/Cryptomatte.
And if you're in Vancouver for SIGGRAPH2018, don't miss your chance to meet the creators at the first ever Cryptomatte BOF meetup:
"Cryptomatte - Present and Future Uses" / Monday August 13, 3:30pm-5pm / Vancouver Convention Centre, East Building, Meeting Room 11
Troll Bridge is racing to the finish line, oh sweet victory, it's so close I can almost touch it! We called pencils down for compositors last week, and now it's just me and my trusty comp supervisor Addison polishing up the last straggler shots. From all these 350 shots we're down to 5, and those only need final finishing touches before they get handed off to the Grading Department (that is, to Tim).
As little teaser, here is a GIF of my favorite family scene.
If you're curious why we're doing all this, and what kind of person would volunteer for such a mad adventure - here is a rather extended Making-Of show. It was filmed at a Gnomon Event many many moons ago, back when we were still in the middle of animation.
Hello world, this is my first update in 4 years. Figured it's about time to awaken this blog from its slumber. There are two reasons for this long delay.
First one is silly stupid: a software update broke my website generator, rendering me technically incapable of publishing updates. Thanks, Rapidweaver! The problem is now partially resolved, but with the effect that I will have to rebuild the page from the ground up. Guess it was due anyways, the original design is from 2007 and isn't really holding up anymore...
Second reason is that all my time and attention was spent on crafting a short film: Troll Bridge. This is a cinematic adaptation of a Discworld story by Terry Prattchett. It was a passion project of mine for the last 15 years - in fact, work on it started long before I launched this website or even published my first HDR book. With a running length of 30 minutes, filled with 250 VFX shots, it's also my most ambitious project ever. The film has a whole family of animated trolls, a talking horse head replacement, massive digital set extension, plus a magical sword and hundreds of minor effects. Truly epic. All crowdsourced, which means hundreds of kind souls donated their work and time to get this film done. We basically formed an ad-hoc artist commune over the internet. I made many new friends, met exceptionally talented artists from all over the world, and had the privilige to lead this unique army of volunteers in my role as VFX supervisor. There are certainly enough Making-Of stories to fill several blog posts, but for now...
Please enjoy our brand new trailer!
Currently we're filing off the last rough edges on a couple of shots, but the film is already submitting to festivals. I can't wait to see it on the big screen.
Going forward, I will try to figure out what to do with this blog. HDR has infiltrated all walks of life while I was gone. Dolby Vision is everywhere (as I predicted in my book), panorama cameras had a huge revival, it's never been easier to author and edit panoramic material (including video foortage), and you can't even walk into a Best Buy without a salesman praising the latest 8k HDR flatscreen. We're already on the verge of VR light field technology, and so the amount of news item I didn't cover is staggering. Not sure if I should concentrate on catching up on pivotal developments from the last 4 years or stick to reporting on brand-new cutting edge news. What do you think? Tell me in the comments! Either way, good to be back!
Oh, and another concern is the future of Smart IBL, which is in desperate need of some maintenance to work with the latest flavors of Maya. If you know Python and MEL, and want to help out, please drop me a line!

A suggestion that could help you: To prevent going nuts in the case your HD crashes, your office burns down or you get a visit by burglar's etc be sure you backup a lot. Here I have daily backup to an external HD. Also upload finished files to a FTP (here use Filefactory). And then I also backup to Blue Ray. Those Blue Ray backups are taken to a storage place outside the office. Almost sounds like paranoia but believe me, it’s not. You will feel very horrible when you have to redo your work from scratch. I worked for about 2 months almost full-time on Volume 5, and it would be a nightmare when I had to do it al over (or even partially).











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