通道¶
参考
- 面板:
A Pass is a type of intermediate rendering information that's extracted as a separate image. Examples include the diffuse colors of the objects in the scene, the light distribution, the depth map, and the normal map.
These images can be accessed using the 渲染层节点 in the 合成器 and combined in a custom way that replaces the standard one.
数据¶
- 包括
- 合并结果 Cycles, EEVEE, 工作台
The render output before any compositing is applied.
- 深度 Cycles, EEVEE, 工作台
Distance to the nearest visible surface. Can be used with the 散焦节点 for a fake Depth of Field effect.
Note
This pass produces noisy results if the render itself uses Depth of Field or motion blur. Use the Mist pass for a cleaner image.
- 雾场 Cycles, EEVEE
Distance to the nearest visible surface, mapped to the 0.0 - 1.0 range. When enabled, settings become available in the World tab.
This pass can be used to fade out objects that are farther away. An alternative is using the Volume slot of the World Output shading node.
- 位置 Cycles, EEVEE
世界空间中的位置。
- 法向 Cycles, EEVEE
世界空间中的表面法向。
- 矢量 Cycles, EEVEE
Motion vectors for the 矢量模糊节点. The four components consist of 2D vectors giving the screen-space motion based on the next and previous frames.
当启用了运动模糊时,将禁用此通道。
- UV Cycles
The UV coordinates within each object's active UV map, represented through the red and green channels of the image. (The blue channel stores a constant value of 1 and does not hold any information.) Can be used with the 映射UV节点.
- 蜡笔 Cycles, EEVEE, 工作台
Outputs only the visible (non-occluded) strokes and fills from the Grease Pencil engine into a separate image layer.
This pass is useful for compositing workflows where you want to isolate, enhance, or apply effects to Grease Pencil elements separately from the rest of the render.
Note
For most scenes, blending this pass over the rest of the image using an Alpha Over node will reproduce the Combined render result. However, some blending modes in Grease Pencil can modify the chromaticity of the alpha channel. In these cases, compositing the Grease Pencil pass separately can produce different results.
- 降噪数据 Cycles
Includes auxiliary passes used for denoising, along with the combined image before denoising. These passes can be used with the 降噪节点 as an alternative to automatic denoising.
Noisy Image -- The combined render result before any denoising is applied.
Denoising Albedo -- The diffuse base color of surfaces without lighting or shading.
Denoising Specular Albedo -- The specular base color, representing reflective surface color without lighting.
Denoising Normal -- Surface normals used to preserve edges and fine detail during denoising.
Denoising Roughness -- Surface roughness values used to improve denoising of glossy reflections.
Denoising Depth -- Distance from the camera, used to help preserve depth-based detail.
These passes provide additional information to the denoiser, resulting in higher-quality output compared to using the noisy image alone.
Note
These passes increase memory usage and render time. Enable them only when denoising in the Compositor is required.
- 编号
- 物体编号 Cycles
A map where each pixel stores the user-defined ID of the object at that pixel. This map can be converted into a mask for a particular object using the ID 遮罩节点.
- 材质编号 Cycles
A map where each pixel stores the user-defined ID of the material at that pixel. This map can be converted into a mask for a particular material using the ID Mask Node.
Note
深度、位置、物体编号和材质编号通道未消除锯齿。
- 调试
- 渲染时间 Cycles
每个像素渲染耗时的毫秒数估计值。注意,此渲染通道不支持 GPU 渲染。
- 采样数量 Cycles
Number of samples calculated for each pixel, divided by the maximum number of samples. Used to analyze adaptive sampling.
- Alpha 阈值 Cycles
深度、位置、法线、矢量、UV 和编号通道仅受不透明度等于或高于该阈值的表面影响。当设置为 0.0 时,首次命中的表面将始终写入这些通道,无论其不透明度如何。若设置更高数值,则会跳过大部分透明表面,直到遇到不透明表面为止。
灯光¶
Cycles¶
- 漫反射
- 直接光
The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF and did not yet bounce off/pass through any other surface (ignoring Transparent ones). The color of the surface itself is not included.
- 间接光
The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF and already bounced off/passed through another surface before (ignoring Transparent ones). The color of the surface itself is not included.
- 光泽
- 直接、间接、颜色
同上,但适用于光泽 BSDF.
- 透射
- 体积/音量
- 直接、间接
同上,但适用于体积 BSDF.
- 其他
- 自发光(发射)
直接从可见表面发出的光。
- 环境
Emission from the directly visible 世界环境. When the 胶片 is set to Transparent (meaning the world is excluded from the final render), this pass can be used to get the environment color and composite it back in.
- 环境光遮蔽
Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color image in the Compositor (see 混合颜色节点).
As an alternative to this pass, it's also possible to use the 环境遮蔽节点 in materials.
- 阴影捕捉
Shadows collected by objects with the 遮罩 -- 阴影捕捉 option enabled. Can be multiplied with existing footage to (for example) have a rendered object cast a shadow on recorded ground.
EEVEE¶
- 漫反射
- 高光
- 光线、颜色
同上,但适用于高光 BSDF.
- 体积/音量
- 灯光
Contains Volume objects, as well as any volumes generated by the volume shader nodes (原理化体积, 体积吸收, and 体积散射), whether they're used in a material or in the World background.
- 其他
- 自发光(发射)
直接从可见表面发出的光。
- 环境
Emission from the directly visible 世界环境. When the 胶片 is set to Transparent (meaning the world is excluded from the final render), this pass can be used to get the environment color and composite it back in.
- 阴影
A pass that's black for areas that don't receive direct light and white for ones that do. Mostly useful for compositing objects with shadow into existing footage.
- 环境光遮蔽
Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color image in the Compositor (see 混合颜色节点).
As an alternative to this pass, it's also possible to use the 环境遮蔽节点 in materials.
- 透明
Contains Blended surfaces, so they can be adjusted in the Compositor and later mixed with opaque passes.
This pass only supports grayscale opacity. Colored opacity will show differently than in the Combined pass.
- 遮蔽距离
Maximum distance for objects to contribute to the Ambient Occlusion pass.
Cryptomatte¶
Cryptomatte is an image standard to efficiently create masks for specific objects or materials. Its purpose is the same as the Object Index and Material Index passes, but it has several advantages: it's easier to set up, can be used with other compositing software than Blender, and supports multiple objects per pixel. Specifically, it works with transparency, as well as motion blur and depth of field when using Cycles.
- 物体
Render cryptomatte passes for isolating objects.
- 材质
Render cryptomatte passes for isolating materials.
- 资产
Render cryptomatte passes for isolating groups of objects with the same parent. This option is not related to Blender's asset feature.
- 级数
The maximum number of objects to be distinguished per pixel. The Render Layers node will output half this many Cryptomatte images, named (for example) CryptoObject00, CryptoObject01 and so on -- the reason being that one Cryptomatte image can reference two objects per pixel.
The first image references, for each pixel, the two objects that contribute the most to that pixel's color. The next image references the next two objects, and so on.
See also
着色器 AOV¶
Shader AOVs (Arbitrary Output Variables) are custom render passes that can hold additional information for use in compositing. Create a pass in the Shader AOV panel, write to it from a material using the AOV 输出节点, and finally read from it in the Compositor using the socket on the Render Layers node.
- 名称
The name of the render pass. Used in both the AOV Output node and the Render Layers node. The name can be anything as long as it doesn't conflict with other (enabled) passes.
- 数据类型
The type of data that the render pass stores per pixel. Use Color to store a color, normal, or other type of vector. Use Value to store a single number.
灯光组¶
仅限 Cycles
A Light Group provides a limited Combined render pass where the scene is only illuminated by certain lights. Multiple such passes can then be combined in compositing to construct a full render with all the lights. The most straightforward way is to simply Add them together using the 混合颜色节点, but by making more complex combinations, it's possible to change the color and intensity of individual lights without having to re-render.
To assign a Light object to a new or existing Light Group, use the panel (details).
To assign the World background to a Light Group, use the panel (details).
- 名称
灯光组的名称。
灯光组同步¶
这些操作可通过灯光组列表右侧的 按钮访问。
- 添加已用灯光组
Create Light Groups for any lights that reference a non-existing one.
- 删除未使用的灯光组
Delete any Light Groups that are not referenced by any lights.
合成¶
Cycles¶
不同的渲染通道可按以下方式组合生成最终图像:
EEVEE¶
可以组合这些通道以生成最终图像,如下所示:
EEVEE 局限性¶
景深 and 运动模糊 are not rendered in passes other than Combined. They can be emulated in the Compositor using the 散焦节点 and the 矢量模糊节点.
Transparent materials that have their 渲染方法 set to Blended are not rendered in passes other than Combined and Transparent. Use the Dithered method instead.
The 着色器转RGB节点 only works correctly in the Combined pass as EEVEE excludes parts of the BSDF equation.
There is a maximum of 16 Color and 16 Value AOVs (custom render passes).