通道

参考

面板:渲染层 ‣ 通道

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.

照明通道

合成结果
包含所有渲染通道的最终合成的渲染通道
Noisy Image
If denoising is enabled, the original combined pass before denoising.
直接漫射光
来自Diffuse BSDF(漫反射BSDF)的直接光照。我们将直接光照定义为来自场景灯、自发光表面、或是经过一次反射或的从表面透出的背景与环境光遮蔽(即"AO")。此通道不包含BSDF颜色。
间接漫射光
来自Diffuse BSDF(漫反射BSDF)的间接光照。我们将直接光照定义为来自场景灯、自发光表面、或是经过一次反射或的从表面透出的背景光。此通道不包含BSDF颜色。
漫射光颜色
Color weights of diffuse BSDFs. These weights are the color input socket for BSDF nodes, modified by any Mix and Add Shader nodes.
直接光泽,间接光泽,光泽颜色
同上,而这是针对Glossy BSDF(光泽BSDF)。
直接透射光,间接透射光,透射光颜色
同上,而这是针对Transmission BSDF(透射BSDF)。
潜表面直接光,潜表面透射光,潜表面颜色
同上,而这是针对subsurface BSDFs(潜表面BSDF)。
自发光
从直接可见表面发出的光。
环境光
从直接可见背景发出的光。
阴影
Shadows from lamp objects. Mostly useful for compositing objects with shadow into existing footage.
环境光遮蔽
来自直接可见表面的环境光遮蔽。它不含BSDF颜色或AO系数,例如,它提供了“标准化”的值,区间为0到1。

Note

注意, Transmission BSDF(透明BSDF)需要单独对待 ,完全透明的表面被视作没有任何表面存在。半透明表面被视作仅有部分光线能够穿过。也就是说,它并未包含在Transmission(透射)通道中,这样,可以使用折射率设定为1.0的Glass BSDF(玻璃BSDF)。

合成

所有的照明通道都可以用于合成最终成品,流程如下:

../../../../../_images/render_cycles_settings_scene_render-layers_passes_combine.svg

数据通道

Z深度通道

Distance in Blender Units to any visible surfaces.

Note

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.

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.
法线通道
用于着色的表面法线。
向量通道
用于向量模糊结点的运动向量通道。其中的四个部分包含了在像素空间内朝向前一帧和后一帧位置的2D向量数据。
UV通道
渲染时默认的UV坐标。
物体索引通道
Creates a mask of the object that can be later read by the ID Mask Node in the compositor.
材质索引通道
Creates a mask of the material that can be later read by the ID Mask Node in the compositor.
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.

Note

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

Alpha 阀值
Z通道、索引通道、法线通道、UV通道以及向量通道在表面的alpha透明值等于或者大于该阀值的时候才受影响。该值为0.0的时候,首次被光线碰到的表面会立即写入这些通道而不管透明度如何。 如果存在更高的值的透明表面会在遇到不透明的表面的时候跳过写入。

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, and mattes will be anti-aliased and take into account effects like motion blur and transparency.

Object
Render cryptomatte object pass, for isolating objects in compositing.
Material
Render cryptomatte material pass, for isolating materials in compositing.
Asset
Render cryptomatte material pass, for isolating materials in compositing.
Levels
Sets how many unique objects can be distinguished per pixel.
Accurate Mode
Generate a more accurate Cryptomatte pass. CPU only, may render slower and use more memory.

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 Crypto 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.