Các Lượt (Passes)

Tham Chiếu (Reference)

Panel (Bảng)

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.

Dữ Liệu (Data)

Cycles

Include/Bao Gồm
Kết Hợp (Combined)

The final combination of render passes with everything included.

Z

Distance to any visible surfaces.

Ghi chú

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.

Sương Mù (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.

Normal (Pháp Tuyến/Bình Thường)

Surface normal used for shading.

Véctơ (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.

Dữ Liệu Khử Nhiễu (Denoising Data)

Passes needed by the denoiser, for performing animation denoising in a second pass after rendering the entire animation. For still image denoising as part of the render process these are not needed. This also includes a render pass of the original combined pass before denoising. Note, the passes adapt to the denoiser selected for rendering.

Ghi chú

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

Chỉ Số (Indexes)
Chỉ Số Đối Tượng (Object Index)

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

Chỉ Số Nguyên Vật Liệu (Material Index)

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

Hiệu Chỉnh Lỗi (Debug)
Thời Gian Kết Xuất (Render Time)

Thời gian kết xuất trong đơn vị mi-li giây (phần nghìn giây) cho mỗi mẫu vật và điểm ảnh.

Số Mẫu Vật (Sample Count)

Số mẫu vật/tia xạ của máy quay phim trên mỗi điểm ảnh.

Giới Hạn Alpha (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/Bao Gồm
Kết Hợp (Combined)

The final combination of render passes with everything included.

Z

Distance to any visible surfaces.

Sương Mù (Mist)

Khoảng cách đến các bề mặt hữu hình, Ánh Xạ trong phạm vi 0.0 - 1.0.

Normal (Pháp Tuyến/Bình Thường)

Surface normal used for shading.

Nguồn/Ánh Sáng/Đèn (Light)

Cycles

Khuếch Tán (Diffuse)
Trực Tiếp (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.

Gián Tiếp (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.

Màu Sắc (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.

Bóng Bẩy (Glossy)
Trực Tiếp, Gián Tiếp, Màu Sắc (Direct, Indirect, Color)

Same as above, but for glossy BSDFs.

Truyền Xạ (Transmission)
Trực Tiếp, Gián Tiếp, Màu Sắc (Direct, Indirect, Color)

Same as above, but for transmission BSDFs.

Âm Lượng/Thể Tích (Volume)
Trực Tiếp, Gián Tiếp (Direct, Indirect)

Same as above, but for volumetric BSDFs.

Cái Khác (Other)
Phát Xạ (Emission)

Emission from directly visible surfaces.

Môi Trường (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.

Ngả/Bóng Tối (Shadow)

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

Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)

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.

Ghi chú

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

Khuếch Tán (Diffuse)
Nguồn/Ánh Sáng/Đèn (Light)

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.

Màu Sắc (Color)

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

Lóng Lánh (Specular)
Ánh Sáng, Màu Sắc (Light, Color)

Same as above, but for specular BSDFs.

Âm Lượng/Thể Tích (Volume)
Nguồn/Ánh Sáng/Đèn (Light)

The scattering pass from volume objects or world.

Cái Khác (Other)
Phát Xạ (Emission)

Emission from directly visible surfaces.

Môi Trường (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.

Ngả/Bóng Tối (Shadow)

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

Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)

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.

Hiệu Ứng (Effects)

Eevee only

Sáng Lóa (Bloom)

The influence of the Bloom effect.

Lớp Lồng Bí Mật (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 (Đối Tượng)

Kết xuất lượt về đối tượng của Lớp Lồng Bí Mật, hòng để biệt lập các đối tượng trong quá trình tổng hợp.

Nguyên Vật Liệu (Material)

Kết xuất lượt về nguyên vật liệu của Lớp Lồng Bí Mật (cryptomatte material), hòng để biệt riêng các nguyên vật liệu trong quá trình tổng hợp.

Asset (Tài Nguyên)

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

Mức Độ/Số Tầng Bậc (Levels)

Đặt số đối tượng đơn nhất có thể phân biệt tại mỗi điểm ảnh.

Accurate Mode

Generate a more accurate Cryptomatte pass. CPU only, may render slower and use more memory.

Chu Trình Làm Việc Phổ Biến (Typical Workflow)

  1. Bật kết xuất lượt đối tượng của Lớp Lồng Bí Mật trong Bảng về các Lượt, và kết xuất.

  2. Trong quá trình tổng hợp nút, tạo một nút Lớp Lồng Bí Mật và kết nối Hình Ảnh tương ứng của Tầng Lớp Kết Xuất sang các lượt của Lớp Lồng Bí Mật.

  3. Gắn một nút Quan Sát vào đầu ra Chọn của nút Lớp Lồng Bí Mật.

  4. Sử dụng nút Lớp Lồng Bí Mật Cho Thêm/Xóa để lấy mẫu vật các đối tượng trong nút Quan Sát Chọn.

  5. Sử dụng đầu ra Lớp Lồng của nút Lớp Lồng Bí Mật để lấy được màn chắn alpha.

Xem thêm

Cryptomatte Node.

AOV của Bộ Tô Bóng (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.

Chỉ Số AOV Đang Hoạt Động (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.

Kiểu dữ liệu (Data Type)

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.

Tổng hợp (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

Những Hạn Chế Từng Biết Đến (Known Limitations)

  • 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.