Проходы#

Проходы могут использоваться для разделения отрисованного изображения по цветам, прямому / непрямому освещению (чтобы затем их можно было поправить независимо), а также для извлечения глубины сцены или нормалей.

Data#

Cycles#

Include
Комбинация

Окончательное объединение результатов всех проходов визуализации.

Z

Distance to any visible surfaces.

Примечание

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.

Туман

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 (положение)

World position of objects in the scene.

Нормаль

Нормаль к поверхности, используемая для затенения.

Vector

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.

Примечание

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

Indexes
Индекс объекта

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

Material Index (индекс материала)

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/camera rays per pixel, to analyze adaptive sampling.

Пороговая прозрачность

Z-проход, проход индексов, нормали, UV и вектора применяются только к поверхностям с альфа-прозрачностью равной, или выше этого порога. При значении 0.0 в этих проходах всегда будет записываться первая поверхность, в которую попал луч, независимо от степени её прозрачности. Поверхности с прозрачностью выше пороговой будут пропускаться до тех пор, пока не встретится непрозрачная поверхность.

EEVEE#

Include
Комбинация

Окончательное объединение результатов всех проходов визуализации.

Z

Distance to any visible surfaces.

Туман

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

Нормаль

Нормаль к поверхности, используемая для затенения.

Light (источник освещения)#

Cycles#

Diffuse
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

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
Direct, Indirect, Color

То же самое, что и выше, только для глянцевого BSDF.

Transmission
Direct, Indirect, Color

То же самое, что и выше, только для BSDF передачи.

Volume (объём)
Direct, Indirect

Same as above, but for volumetric BSDFs.

Other
Emission

Излучение от напрямую видимых поерхностей.

Окр. среда

Излучение от напрямую видимого фона. Когда фильм установлен прозрачным, этот параметр может использоваться для получения цвета окружающей среды с тем, чтобы скомпоновать его обратно с фильмом.

Окружающая Окклюзия (Преграждение)

Ambient occlusion от напрямую видимых поверхностей. Цвет BSDF или показатель AO не учитываются; то есть, он даёт «нормализованное» значение между 0 и 1.

Shadow Catcher

Extra indirect light information collected by objects with the Shadow Catcher option enabled. Multiply this pass with existing footage using the Узел Mix in the Compositor to add the indirect lighting information to the footage.

Примечание

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
Light (источник освещения)

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

Веса цветов диффузных BSDF. Эти веса являются входными цветовыми сокетами для узлов BSDF и могут изменяться любыми узлами «Смешать шейдеры» и «Сложить шейдеры».

Specular
Light, Color

Same as above, but for specular BSDFs.

Volume (объём)
Light (источник освещения)

The scattering pass from volume objects or world.

Other
Emission

Излучение от напрямую видимых поерхностей.

Окр. среда

Излучение от напрямую видимого фона. Когда фильм установлен прозрачным, этот параметр может использоваться для получения цвета окружающей среды с тем, чтобы скомпоновать его обратно с фильмом.

Shadow

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

Окружающая Окклюзия (Преграждение)

Ambient occlusion от напрямую видимых поверхностей. Цвет BSDF или показатель AO не учитываются; то есть, он даёт «нормализованное» значение между 0 и 1.

Эффекты#

EEVEE only

Bloom

The influence of the Bloom effect.

Прозрачность

Contain Alpha 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.

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 (объект)

Render cryptomatte object pass, for isolating objects in compositing.

Материал

Render cryptomatte material pass, for isolating materials in compositing.

Ассет (Asset)

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

Уровни

Sets how many unique objects can be distinguished per pixel.

Typical Workflow#

  1. Enable Cryptomatte Object render pass in the Passes panel, and render.

  2. In the compositing nodes, create a Cryptomatte node and link the Render Layer matching Image and Cryptomatte passes to it.

  3. Attach a Viewer node to the Pick output of the Cryptomatte node.

  4. Use the Cryptomatte Add/Remove button to sample objects in the Pick Viewer node.

  5. Use the Matte output of the Cryptomatte node to get the alpha mask.

См.также

Cryptomatte Node.

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.

Тип данных

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.

Объединение#

Cycles#

Все эти проходы освещения могут быть объединены для получения окончательного изображения согласно схеме ниже:

../../_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

Известные ограничения#

  • Alpha blended materials are not rendered in render passes except the combined pass. Use the Alpha Clip or Alpha Hashed as Blending Mode 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.