Render Passes

Cycles render passes can be added to your render in the Render Elements tab of the Render Setup dialog. For information about what the different render passes do, consult the official Cycles documentation.

The Mist pass has a few configurable parameters that can be changed in the Render Passes rollout of the Advanced Tab.

Cryptomatte

This plugin fully supports rendering Cryptomatte passes based on object name, asset name, and/or material name. To generate these passes, simply add the matching Render Elements to your scene.

Consider the following render element setup:

Example Cryptomatte configuration

Here there are three Cryptomatte layers based on object name, one based on asset name, and one based on material name.

The number of layers determines how many separate objects (or assets or materials) can be part of a single pixel. One layer will allow for up to two objects, two layers will allow four objects, three layers will allow six objects, etc.

The order of render elements here is very important. The first (from the top) Cryptomatte layer of each type will be layer "00", the next will be "01", and so on. Please note that the render element names and files names do not impact which layer is treated as "00" and which as "01", that is solely determined by the order of the render element list.

OpenEXR configuration

Cryptomatte layers can only be saved in a very specific format. The data in these layers will be destroyed unless it is saved in a format which supports 32-bit/channel HDR images. Of all the image formats that Max can save as without a plugin, EXR is the only format suitable for saving cryptomatte layers. Make sure that the EXR is set to use "Full Float 32 bits/channel" instead of the default "Half Float 16 bits/channel" and have the type set to "RGBA".