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Questions tagged [render-passes]

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17 views

P-Map and Velocity map as outputs in 2.8

I render an animation with EEVEE and every frame takes less than 10 seconds to be rendered (in 4K). I also output normals, AO, and other images in the same render (using a File Output node). ...
2
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0answers
37 views

Select pass mode via python script

I want to change the value of "Pass" type inside the "UV/Image Editor" area as shown on image. The default "Pass" value is "Combined" and I want to change the value to other available types with ...
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0answers
12 views

How do I stop the Compositor Output Node from overwriting my images on each new render?

Using the compositor node setup above, when I hit F12, it makes a new pass and the rendered images is automatically saved. The problem is that the new render erases the previous one that was saved in ...
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0answers
8 views

creating mask for particles

I'm not very good with the compositor since I mostly only sculpt. But, I need a way to create masks only for my particles. Say I have the following scene: and all the objects except for the ...
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21 views

Replace single render pass?

I have a few render layers mixed together to form my final image, as is rather customary. I'm using a mist pass and a couple of math and mix nodes to get a nice gradient to white the farther away an ...
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0answers
26 views

rendering with/without shadows

I'd like to render 60 frames of animation, where actually nothing moves, just the sunlight and the shadows are moving a little bit. I'd like to differenciate the objects and the shadows and render ...
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0answers
44 views

Disable DOF for a single object?

Is there a way to disable DOF for specific objects in the scene when using DOF via the camera settings? I know how to do it via compositing and/or different render layers. I was just wondering if ...
1
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1answer
50 views

Defocus Node - Compositor

The Z pass is only defocussing inside the boundaries of the Tea Caddy. I presume this because the Caddy is divided against the background? Is there a way to extend the defocus effect of the edges of ...
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0answers
30 views

Accessing to custom render pass

My goal is to render a time-of-flight(ToF) image from a given scene- I want each of the rendered pixel value, to be the length of the photon traveled from the light source to camera. (or average of ...
4
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1answer
71 views

Rendering World Position Pass

I need to render a world position pass in Blender to check if my idea is correct. I found solution that uses an emissive material and geometry node to render position as colors: How to render world ...
2
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2answers
83 views

Blender depth mystery

I am trying to use the depth values from a render. I created the appropriate graph that directly connects the render layers depth pin to an OpenEXR file output. The problem is that the depth values ...
2
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1answer
108 views

How to render a night scene [duplicate]

I really need some help regarding rendering a night scene. When i tick the denoising option. My render become ugly where there is a black dirt on the image. As in the image below. And if i untick ...
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1answer
31 views

Renderlayer is completely white and Im NOT on depth pass?

Ok, I dont know whats happening but I have a render layer that is just rendering white, and Im on Combined pass so thats not it. Settings: The objects on that layer are special, but I dont see how ...
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0answers
8 views

When rendering with multiple passes sync calculations seem to be discarded

I'm currently rendering to multilayer EXR's so that I can add motion blur, among other things, via the compositor in post. While rendering the frame, let's call it frame 2, it first synchronizes ...
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0answers
43 views

how to properly use shadow pass?

Normally i used shadow catcher method (so don't suggest this option). But this time i'm just trying to figure out how to use shadow pass ? I create a render layer only for ground and turn on the '...
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0answers
71 views

Making Renders look like Digital Paintings [closed]

I've seen a lot of 3d renders that really don't look rendered at all, most notably a lot of Gleb Alexandrov's work. I'm getting an idea it has to do with multiple factors including post processing and ...
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1answer
100 views

Get anti-aliased depth map in cycles render

I know that in Cycles Z pass is not anti-alisased while Mist pass is normalized anti-aliased. I need the real depth of each pixel (like the Z pass) but with anti-aliased. I don't know if getting that ...
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0answers
193 views

Object/Group Instances and Pass Index

For Post Production in the Compositor, I heavily rely on using Object/Material Index masks. Normally, I select a single object and then give it an unique number in the Pass Index/Material Index slider ...
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0answers
29 views

Cycles 2.79 Need reflect and refract output

Blender Render allowed reflection and refraction as distinct output nodes for renders: I am working with an FX firm that is asking for the same sort of output from my Cycles render, plus specularity. ...
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0answers
15 views

Separation texture and lighting information from gloss direct pass (metal material)

Does anybody have any idea how to separate lighting and texture information for metallic objects? For dielectric objects, it is simple, since all texture information is stored in DiffuseCol pass. ...
0
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1answer
111 views

Set Mist Pass Distance

I wanted to use the Mist Pass for the first time today. I have a scene [1 BE = 1 MM] which is pretty large, and I won't change the scale of single objects for the individual shaders are specified to ...
2
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1answer
300 views

How to get glare on a specific emission reflection

I am attempting to make a red dot sight that is (relatively) physically-correct, but I would like to add a bloom/glare effect to the red dot. Basically, a face that emits red light reflects off a ...
1
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0answers
75 views

Is there any way not to render the combined pass and only output the passes I need?

I want to output multiple passes using the File Output node in the compositor. However, Blender's default output directory works together and outputs a combined pass. When I type no directory in the ...
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0answers
18 views

Combine all color passes [duplicate]

So i'm trying to merge 4 color passes (DiffuseColor, GlossyColor, TranslucentColor and SubsurfceColor) so i can get 1 Combined color map. Is this possible? If so, how cand i do it? Thanks!
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120 views

Render layers - How to override the same object material?

Hi I create a new object on my scene. Then, I create a material and assign it (blue color). Then I go to the render layer properties list panel and create and change the default name to "BLUE_LUCY". ...
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0answers
32 views

Render decals as 2nd pass?

I have decals on my mesh in Cycles by way of placing it over my original material with a mix shader. How can I render my decals alone on a 2nd render pass? Thank you!
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36 views

Why it isn't possible to render only one render pass without rendering the others?

So I was trying to find a way of rendering only specific render passes without having to take the time to render the entire scene. After a little research it appears to be impossible. (link below) I ...
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0answers
48 views

split up and render depth slices (for extreme dof)

I'm doing a particle simulation of fire embers swirling around, to be matched up to a filmed plate. The plate has a very shallow depth of field, which creates a problem when comping it in. It takes ...
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0answers
29 views

Holdout to all link objects

I need to affect one holdout node to many layers in my scene. Lots of objects are external link objects. How to do that? Thanks
3
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1answer
250 views

Convert an EXR render from scene-linear colorspace to CIE XYZ

I am making renders for research in computer vision, and need to know the CIE color space values from each render. Right now I am rendering a few different passes to an EXR Multilayer file. I ...
1
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1answer
73 views

Rendering one pass only to avoid unnecessary computations in Cycles

Using Cycles, I only need to render one pass (depth map and surface Normals) of a 3D shape in the scene. I do not need the RGB rendering at all although most of the computation is spent on rendering ...
4
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1answer
806 views

Understand color of Diffuse Direct/Indirect pass in Cycles render

The Blender manual page says about Diffuse direct and indirect as follows: Diffuse Direct Direct lighting from diffuse BSDFs. We define direct lighting as coming from lamps, emitting surfaces, the ...
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2answers
355 views

Depth in meters for rendered images

How can I get the depth in meters? I need the "real" distance from the camera to each pixel. As the next picture but each pixel values representing the distance in meters to the camera. I am ...
3
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1answer
252 views

Render Passes separately

Is there anyway to render passes other than combined separately ? I would like to render the Z pass, the mist or the normal pass separately but even if I disable the Combined pass, blender still ...
2
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2answers
86 views

Accessing Vector Pass Data in python in background mode

Background: We are building an automated pipeline to extract motion (i.e. vector pass output) from animated blends by running scripts using blender's python API. We are able to programmatically set up ...
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1answer
32 views

Animation sequence Render Layers + OpenExr

i am trying to render multiple renderPasses, which i know how to do In a sequence, which i know how to do, using MultilayerOpenEXR which i know how to use. But togetger it just aint working. What ...
4
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1answer
242 views

How to use the new render pass API for an external renderer?

I am developing an addon for an external renderer and want to register custom render passes. Last time I implemented this feature I had to resort to images because Blender only had hardcoded render ...
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0answers
41 views

Hijacking render passes in Cycles

Can I have Diffuse Color pass (or other passes) to represent not that shader, which is plugged into Material Output node, but one that is selected? This is thing I hugely use in Blender Render And ...
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0answers
116 views

Tangent space or Camera space for billboarded sprites?

new to unity, having trouble wrapping my mind around this. i'm using a billboarding system in unity for sprites that are rendered from models. i want to use normal maps for this to achieve a nice ...
0
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1answer
170 views

Blender Glossy Direct render pass

I was thinking that I know very well Cycles Render passes, but not. Can someone explain Me (I was searching on web, but with no success), why Glossy direct pass is taking texture into consideration? ...
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0answers
41 views

Shadow Catcher and ZBuffer Multi-pass Rendering in Cycles 2.79

I've rendered a ZBuffer test pass on my scene, and it worked nicely. Now I want to render a Shadow Catcher pass, but I don't want to lose my node set up for the ZBuffer. I'm new to Blender and can't ...
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2answers
72 views

screen composition in blender

How do I do screen composition in Blender. Cinema 4d has buffers you can render out and replace the screen with images or videos in after effects. How do I go about placing moving pictures on the ...
1
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1answer
114 views

Shadow pass - terminator problem?

BI. Simple UV sphere with smooth shading and Point lamp with raytraced shadow. Main render is correct, but Shadow Pass is blocky. Why? Split view:
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0answers
167 views

Antialias and jagged edges on Cycles passes

I want to composite different passes in Photoshop but the GlossDir pass has jagged edges. I tried to boost samples, different experiments, boost resolution (about 6000x4800) but the GlossDir every ...
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0answers
37 views

Does the Z pass works with OpenEXR?

the Defocus (with use Z buffer checked) works perfectly with a render layer node (tested on one frame per time). however when i rendered the whole sequence as an OpenEXR (Multilayer or not) and ...
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1answer
3k views

Volume Scatter in World makes the sky turn black [duplicate]

While using the "Volume Scatter" option in Blender the Background turns Black. (I am using Blender 2.79). Here is my issue in detail. The first image below shows a normal scene with Blue sky (Set ...
5
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2answers
335 views

A good way to render objects on a photo background that works also with focus-blurred margins

I'm trying to render with Cycles on a photo background using Blender Guru's compositor nodes: [ Here, the foreground objects are obId=1 and are on layer 1 (rendered in RenderLayer); reconstructed ...
2
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0answers
37 views

Is it possible to control cycles mist pass height like blender internal? [duplicate]

In the blender manual about the mist pass, it is explained that the height intensity of the mist pass can be controlled. This gives the effect that it is more 'cloudy' on the bottom for instance than ...
0
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1answer
136 views

rendering mask image but many parts failed to render

I made a simple blender model to output the RGB, Depth and Mask picture respectively. As shown in the image below, there are many cars of the same type on the ground in both RGB image and depth ...
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0answers
30 views

Get separate explicit render passes without rendering the entire image

Today I noticed that I need to render some paths separate from the combined path. (Z and AO). I checked the marks, put combined to off and also made the locations clear in the node editor for blender ...