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Puzzle mattes & AOVs

A Redshift Puzzle Matte AOV holds three IDs, one each in its red, green and blue channels. RS ID Manager builds as many as your IDs need, in one go.

Click Create Puzzlematte AOVs at the bottom of the panel. If Redshift’s AOV Manager is open, it closes while you choose your options, then opens again with the new AOVs so you can check them.

The Create Puzzlematte AOVs dialog with Object ID mattes and Material ID mattes ticked, the naming template and token list, and Direct/Multi-Pass Output ticked showing Output path and Compression

Option What it does
Object ID mattes One set of AOVs for the Object IDs. Greyed out when the scene has none.
Material ID mattes One set for the Material IDs. Greyed out when there are none.
Reflect/Refract IDs Switches on Redshift’s reflection and refraction option for the mattes, so the IDs show in reflections and refractions too.

Every different ID in the list is used once, lowest first, three to an AOV. The last AOV is padded with empty channels when the count isn’t a multiple of three. Seven Object IDs make three AOVs:

AOV Red Green Blue
PuzzleMatte_ObjID_01 1 2 3
PuzzleMatte_ObjID_02 4 5 6
PuzzleMatte_ObjID_03 7 — —

The IDs come from the panel’s lists — every listed ID, not only the highlighted ones. Show both panes before you click, so both lists are up to date.

Name template sets each AOV’s name. The default is PuzzleMatte_${type}_${index}. The dialog lists the tokens you can use:

Token Becomes Resolved by
${type} ObjID or MatID RS ID Manager
${index} the AOV’s number, from 01 RS ID Manager
$prj project name Redshift
$camera camera name Redshift
$take take name Redshift
$frame frame number Redshift
$res resolution Redshift
$renderer render engine Redshift

$pass and $userpass can’t be used in the name: both stand for the AOV’s own name, so the name would repeat inside itself. If your template has either, RS ID Manager removes it, tells you, and shows the name it used instead. They belong in the output path.

By default the mattes go into Redshift’s multi-pass output with your other AOVs. Tick Direct/Multi-Pass Output (per-AOV EXR files) to write each matte to its own OpenEXR file instead. Two more settings appear:

  • Output path — defaults to $filepath$filename_$pass_, the same path Redshift gives a Puzzle Matte you add by hand, so the files land in your project’s output folder next to the beauty. Redshift fills in the tokens at render time: $filepath is the output folder, $filename the file name base and $pass the AOV’s name. The trailing underscore keeps the frame number apart: …_PuzzleMatte_ObjID_01_0001.exr. To write into a subfolder per project, use something like $filepath$prj/$filename_$pass_.
  • Compression — None, Default (Redshift), RLE, ZIP, ZIPS, PIZ, PXR24, B44, DWAA or DWAB (the default) — the same list, in the same order, as Redshift’s own AOV Manager. DWAB keeps the files small.

Click Create. The whole operation is one step in Edit ▸ Undo.

Once the scene has puzzle mattes from RS ID Manager, the button reads Update Puzzlematte AOVs and the dialog Update. Updating removes the existing PuzzleMatte_ AOVs and builds them again from the IDs now in the scene, so run it whenever you add or change IDs. Your other AOVs are left alone.

Create ID AOV List adds a null named AOVs at the top of the Object Manager, with an Annotation tag listing every ID:

Object IDs
----------
1 - Car_Body
2 - Wheel_FL
…
Material IDs
------------
1 - Chrome
…

Each list is sorted by ID. It is a handy key for whoever composites the shot. When the null exists, the button reads Update ID AOV List and rewrites the note. Like the mattes, it uses the panel’s lists, and it can be undone.

The AOVs null and its Annotation tag in the Object Manager, with the Attribute Manager showing the tag text listing Object IDs by object name

  • No IDs found in scene. — neither pane lists anything yet. Set some IDs first.
  • No Redshift render settings found. — the active render setting doesn’t use Redshift. Choose Redshift as the renderer in Render Settings.