通道

参考

面板:

Properties ‣ View Layer ‣ Passes

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

Cycles

包括
合成结果

The render output before any compositing is applied.

Z

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

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

Positions in world space.

法向

Surface normals in world space.

矢量

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.

This pass is disabled when 运动模糊 is enabled in the render settings.

UV

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.

降噪数据

Includes Denoising Albedo, Denoising Normal, and the combined image before denoising. Can be used with the 降噪节点 as a replacement for automatic denoising.

编号
物体编号

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

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

Z、位置、对象索引和材质索引通道未消除锯齿。

调试
采样数量

Number of samples calculated for each pixel, divided by the maximum number of samples. Used to analyze adaptive sampling.

Alpha 阈值

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

EEVEE

包括
合成结果

The render output before any compositing is applied.

Z

Distance to the nearest visible surface. Can be used with the 散焦节点 for a fake Depth of Field effect.

雾场

Distance to the nearest visible surface, mapped to the 0.0 - 1.0 range. When enabled, settings are 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.

法向

Surface normal in world space.

位置

Position in world space.

矢量

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.

This pass is disabled when 运动模糊 is enabled in the render settings.

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.

颜色

The colors of Diffuse and Subsurface Scattering BSDFs, modified by any Mix and Add Shader nodes. The intensity and color of light are not included.

光泽
直接、间接、彩色

同上,而这是针对光泽BSDF。

透射
直接、间接、彩色

Same as above, but for transmissive BSDFs.

The Transparent BSDF is not included; see 光程 for details. To create a transparent surface that does get included in this pass, use a 玻璃 BSDF with the IOR set to 1.

体积/音量
直接、间接

与上图相同,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 混合节点).

As an alternative to this pass, it's also possible to use the Ambient Occlusion Node in materials.

阴影捕捉

Shadows collected by objects with the 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
灯光

The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF. The color of the surface itself is not included.

颜色

The colors of Diffuse and Subsurface Scattering BSDFs, modified by any Mix and Add Shader nodes. The intensity and color of light are not included.

镜面反射
灯光、颜色

与上述相同,但仅针对高光 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 混合节点).

As an alternative to this pass, it's also possible to use the Ambient Occlusion Node 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.

着色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 Object ‣ Shading ‣ Light Group (details).

To assign the World background to a Light Group, use the panel World ‣ Settings ‣ Light Group (details).

名称

The name of the light group.

Light Group Sync

These operators are available from the 专用项-按键 button to the right of the Light Group list.

添加使用的灯组

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

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

../../_images/render_layers_passes_combine.svg

EEVEE

可以组合这些通道以生成最终图像,如下所示:

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

EEVEE Limitations

  • 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 输入 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).