Passes

参照

Panel(パネル):

Scene ‣ View Layers ‣ Passes

Passes can be used to split rendered images into colors, direct and indirect light to edit them individually, and also to extract data such as depth or normals.

Data(データ)

Cycles

Include(内容)
Combined(統合)

The final combination of render passes with everything included.

Z

Distance to any visible surfaces.

注釈

The Z pass only uses one sample. When depth values need to be blended in case of motion blur or Depth of Field, use the mist pass.

Mist

Distance to visible surfaces, mapped to the 0.0 - 1.0 range. When enabled, settings are in World tab. This pass can be used in compositing to fade out objects that are farther away.

Position(位置)

World position of objects in the scene.

Normal(ノーマル)

Surface normal used for shading.

Vector(ベクトル)

Motion vectors for the Vector Blur node. The four components consist of 2D vectors giving the motion towards the next and previous frame position in pixel space.

UV

Mapped UV coordinates, used to represent where on a mesh a texture gets mapped too. This is represented through the red and green channels of the image. The blue channel is encoded with a constant value of 1 but does not hold any information.

Denoising Data

Includes Denoising Albedo, Denoising Normal, and a render pass of the original combined pass before denoising.

注釈

The Z, Position, Object Index, and Material Index passes are not anti-aliased.

Indexes
Object Index (オブジェクトインデックス)

Creates a mask of the object that can be later read by the ID Mask Node in the Compositor.

Material Index(マテリアルインデックス)

Creates a mask of the material that can be later read by the ID Mask Node in the Compositor.

Debug
Sample Count

Number of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive sampling.

Alpha Threshold

Z, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this threshold. With value 0.0 the first surface hit will always write to these passes, regardless of transparency. With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered.

EEVEE

Include(内容)
Combined(統合)

The final combination of render passes with everything included.

Z

Distance to any visible surfaces.

Mist

Distance to visible surfaces, mapped to the 0.0 - 1.0 range.

Normal(ノーマル)

Surface normal used for shading.

Position(位置)

World position of objects in the scene.

Vector(ベクトル)

Motion vectors for the Vector Blur node. The four components consist of 2D vectors giving the motion towards the next and previous frame position in pixel space.

Light(ライト)

Cycles

Diffuse(ディフューズ)
Direct

Direct lighting from diffuse and subsurface BSDFs. We define direct lighting as coming from lights, emitting surfaces, the background, or ambient occlusion after a single reflection or transmission off a surface. BSDF color is not included in this pass.

Indirect

Indirect lighting from diffuse and subsurface BSDFs. We define indirect lighting as coming from lights, emitting surfaces or the background after more than one reflection or transmission off a surface. BSDF color is not included in this pass.

Color(カラー)

Color weights of diffuse and subsurface BSDFs. These weights are the color input socket for BSDF nodes, modified by any Mix and Add Shader nodes.

Glossy (光沢)
Direct, Indirect, Color

Same as above, but for glossy BSDFs.

Transmission
Direct, Indirect, Color

Same as above, but for transmission BSDFs.

Volume(ボリューム)
Direct, Indirect

Same as above, but for volumetric BSDFs.

その他
Emission(放射)

Emission from directly visible surfaces.

Environment

Emission from the directly visible background. When the film is set to transparent, this can be used to get the environment color and composite it back in.

Ambient Occlusion(アンビエントオクルージョン(AO))

Ambient occlusion from directly visible surfaces. BSDF color or AO factor is not included; i.e. it gives a 'normalized' value between 0 and 1.

Shadow Catcher

Extra indirect light information collected by objects with the Shadow Catcher option enabled. Multiply this pass with existing footage using the Mix(ミックス)ノード in the Compositor to add the indirect lighting information to the footage.

注釈

Transparent BSDFs are given special treatment. A fully transparent surface is treated as if there is no surface there at all; a partially transparent surface is treated as if only part of the light rays can pass through. This means it is not included in the Transmission passes; for that a glass BSDF with index of refraction 1.0 can be used.

EEVEE

Diffuse(ディフューズ)
Light(ライト)

Direct lighting from diffuse BSDFs. We define lighting as coming from lights, the background, or ambient occlusion off a surface. BSDF color is not included in this pass.

Color(カラー)

Color weights of diffuse BSDFs. These weights are the color input socket for BSDF nodes, modified by any Mix and Add Shader nodes.

Specular(スペキュラー)
Light, Color

Same as above, but for specular BSDFs.

Volume(ボリューム)
Light(ライト)

The scattering pass from volume objects or world.

その他
Emission(放射)

Emission from directly visible surfaces.

Environment

Emission from the directly visible background. When the film is set to transparent, this can be used to get the environment color and composite it back in.

Shadow(影)

Shadows from light objects. Mostly useful for compositing objects with shadow into existing footage.

Ambient Occlusion(アンビエントオクルージョン(AO))

Ambient occlusion from directly visible surfaces. BSDF color or AO factor is not included; i.e. it gives a 'normalized' value between 0 and 1.

Transparent(透過)

Contain Blended surfaces, so they can be adjusted in the compositor and later mixed with opaque passes.

This pass only supports monochromatic opacity. Colored opacity will show differently than in combined pass.

Occlusions Distance

Distance of object that contributes to the ambient occlusion effect.

Cryptomatte

Cryptomatte is a standard to efficiently create mattes for compositing. Cycles outputs the required render passes, which can then be used in the Blender Compositor or another compositor with Cryptomatte support to create masks for specified objects.

Unlike the Material and Object Index passes, the objects to isolate are selected in compositing. The mattes will be anti-aliased and take into account effects like motion blur and transparency.

Object(オブジェクト)

Render cryptomatte object pass, for isolating objects in compositing.

Material(マテリアル)

Render cryptomatte material pass, for isolating materials in compositing.

Asset(アセット)

Render cryptomatte asset pass, for isolating groups of objects with the same parent in compositing.

Levels

Sets how many unique objects can be distinguished per pixel.

Typical Workflow

  1. Passes(パス) パネルでCryptomatteオブジェクトのレンダーパスを有効にして、レンダーします。

  2. コンポジティングノードで、Cryptomatteノードを作成し、Render Layer(レンダーレイヤー)に一致する画像とCryptomatteパスをリンクします。

  3. CryptomatteノードのPick(ピック)出力にViewer(ビューアー)ノードを接続します。

  4. Cryptomatteの Add(追加)/Remove(削除)ボタンを使用して、Viewer(ビューアー)ノードでオブジェクトを抽出します。

  5. CryptomatteノードのMatte(マット)出力を使用してアルファマスクを取得します。

Shader AOV

Shader AOVs (Arbitrary Output Variables) provide custom render passes for any shader node components. As an artist this can be a good way to fix or tweak fine details of a scene in post-processing. To use Shader AOVs create the pass in the Shader AOV panel then reference this pass with the AOV Output shading node. Shader AOVs can be added or removed in the Shader AOV panel. In this panel is a list of all AOV passes; each AOV in the list consists of a Name and Data Type.

Active AOV Index

The name of the render pass; this is the Name that is referenced in the AOV Output node. Any names can be used for these passes, as long as they do not conflict with built-in passes that are enabled.

Data Type(データタイプ)

Shader AOVs can either express a Color or a Value output. The Color type as the name suggest can be used for a color but also for normals. A Value type can be used for any single numerical value.

Light Groups

Cycles only

Light Groups provide render passes that only contains information from the lights within that group. Light Groups can be used to easily tweak the lighting color and intensity of specific lights without having to re-render the scene.

Active Light Group Index

The name of the render pass. This is the name that is used when adding World Shaders, Lights and Objects to Light Groups.

Lightgroup Sync

These operators are available in the menu to the right of the Light Group list.

Add Used Lightgroups

Adds all Light Groups to the View Layer that have been created elsewhere and have lights assigned to them.

Remove Unused Lightgroups

Deletes all Light Groups that do not have any lights assigned to them.

Combining

Cycles

All these lighting passes can be combined to produce the final image as follows:

../../_images/render_layers_passes_combine.svg

EEVEE

The passes can be combined to produce the final image as follows:

../../_images/render_layers_passes_eevee-combine.svg

既知の制限

  • Blended materials are not rendered in render passes except the combined pass. Use the Dithered as Render Method to render transparent materials in render passes.

  • Depth of field is not rendered in render passes except the combined pass. It is possible to add the depth of field back in the Compositor using the Defocus node.

  • EEVEE render passes exclude parts of the BSDF equation. Shader to RGB is not supported as it needs the full BSDF equation.

  • EEVEE supports up to 16 color and 16 value AOV render passes.