I render my scene, read the object id in Nuke, it’s black with no information. Is there any way to solve it now.Thanks.
I second this. We have tried almost every combination of settings and render queue options and Object ID is always empty black.
No workaround found yet after several hours of testing.
me2
I finally chose to stitch these pictures into a panorama in NUKE, and I can get the object ID of the stitching successfully, but there are still problems after exporting and importing.
The author of the plugin replied to me that it is not currently supported. You can try Stitch in NUKE
The author of the plugin replied to me that it is not currently supported. You can try Stitch in NUKE. QAQ
This issue is not even concerning any plugins. Render output from Unreal 5.1 Render Queue just does not contain any crypto information at all. Checked by inspecting exr size, metadata, photoshop, nuke, djv etc.
Hey, I know it hasn’t been long since you posted, but did you have any luck since? My cryptomatte doesn’t work in AE either.
Just adding to the pile…cryptomatte isn’t working for me in Unreal 5.1 Preview 2. I’m rendering out EXRs and viewing them in After Effects. Just displays black with no info when applying the built-in Cryptomatte filter effect.
Sadly no, it seems to be hard bug/oversight, as Crypto in unreal is just using hitProxy functions for translucent selections in vieport.
That means that if u have translucent selection toggled on in viewport by just pressing T, it actually changes crypto render and your volumes, particles and glass will block everything in proxy view. So I would not be surprised at all that probably there was some oversight when updating these functions and they just forgot about it being used by crypto also.
Happened already several times with different hings, like high res screenshots. Unreal kind of uses too many if switches that change completely behaviour of features and functions based just on if they run in viewport or not…
Tha is why crypto also does not render at all when rendering from console, as it is dependent on viewport proxy generation… ^^ sight
oh crap. I remember in previous Unreal versions I managed to have an useful crytomatte, now that I’m rendering the scene in 5.1 (took me 4 days to render using path tracing) and I have an empty Crypto
and I made too many adjustment to the scene to use the 5.0 version
Looks like this is fixed in the final release!
I am having issues with 5.0.3 not creating cryto outputs, though oddly enough I had it working I thought a few months ago. Does the 5.1 release fix this? Its pretty frustrating when things like this constantly do not work when trying to get other VFX artists to jump into UE.
I SOLVED IT!
Hi as FL4NKey said, the PROBLEM it’s something related with translucent selection toggled on in viewport, so i disabled it and saved all (CTRL+SHIFT+S) then I opened my sequence , did my settings in movie render queue, render local and now I have all my cryptomattes ! If any of you need help please let me know. CHEERS!
Can you be very specific, where do you disable the translucent issue? Thanks!
If you enable “Accumulator includes alpha” in the rendering settings it should fix your problem… It did for me at least… It prompts you to change a setting when you tick that so just change that setting and you’re good to go.
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