Questions tagged [render-passes]

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2
votes
1answer
22 views

Mist and depth render passes in Eevee are either entirely white or very little shows up

Hi everyone! I'm trying to figure out how to adjust the mist pass but it doesnt work well to begin with. I either get a completely white pass or it looks like this. Could someone better explain to ...
2
votes
2answers
175 views

Some pixels doesn't render on the image ID MASK

LOOK FOR BOX TYPE IMAGES I need to annotate each SINGLE plant separately from others, for accurate annotation, right now I've it scripted for ID MASK. It gives each object from a specifically named ...
5
votes
1answer
294 views

Is there a way to utilize emissions in VFX?

I have a piece of footage that I motion-tracked fairly successfully, solved the camera motion, and made it into a 3D scene with that little button on the left of the motion-tracking layout. I then ...
3
votes
3answers
3k views

Compositor ID Mask not working?

I want to give my model a glare effect at robots eye, so I gave the material assigned to the eye Pass Index of 1 then when I went to compositor and made this node set up, in the viewer I could ...
1
vote
2answers
29 views

blender automatically closes while rendering

I have to render a single frame and it's almost done every time for up to 80 percent and closes all of a sudden and that's totally screwing me up I set frame size to 1920*1920 and 100 percent render ...
0
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0answers
42 views

How can I get pixels from multiple render passes through Python and store them to generated multilayer image?

First of all I know that the easiest and probably the most efficient and the fastest way would be to add File Output with different inputs, but as far as it is possible I'd like to avoid writing ...
1
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1answer
181 views

Blender 2.8+ set pass index for object?

I am aware that in the Data API region I can locate the objects and set their object pass index but it is a fairly tedious exercise. Is there an easier way?
1
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2answers
893 views

How to render the fire and smoke as different passes?

Is it possible to render the fire and smoke (the same simulation), in Cycles, separately, for example as different passes?
0
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1answer
37 views

How to render a world position pass that includes volumetrics?

I've found the 'how to render a world position pass' Q&A on here, but I'm stuck at how to render one that includes volumetric objects (smoke in a domain object), it does not show in the render ...
0
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0answers
14 views

Is it possible to get Material ID passes with Anti-aliasing rather than jagged edges?

I cannot get a clean anti-aliased material id pass which makes selecting in photoshop a nightmare. Anyone has an answer to this ?
1
vote
1answer
27 views

Missing Render Passes in Blender 2.8+

I can't find the UV render pass in the new Blender UI. In fact, a lot of passes seem gone. Is there any hidden way of enabling it? What's the easier way of reproducing this effect? (I haven't used ...
4
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1answer
839 views

2.80 - use Eevee and Cycles together for motion blur issue

I have one question about one problem in my experiment with motion blur in Eevee. I know that in this time is not supported and maybe will be supported in future official release as another primary ...
0
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1answer
16 views

Getting interstitial compositor frames when using frame step

I'm trying for a really jittery stop-motion like effect by using frame step to render on the twos (or threes, or fours). Rendering this normally and getting a video file out makes the frames happen at ...
1
vote
1answer
82 views

how to render multiple things separately

I'm using Blender 2.80. I have a scene, where I fire 20 cannons at the same time, with smoke and fire. How can I render (with Eevee render) some cannons separatley? (i.stack.imgur.com/lXFuK.png)
0
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0answers
15 views

Material in render different to Material showing up in the IndexMA pass

I am trying to create a mask based on materials having certain nodes. In this case I want to filter any shader that uses the Glass BDSF Node, I have this object with a couple of different materials as ...
0
votes
1answer
59 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 ...
0
votes
1answer
117 views

How to properly export Cryptomattes for Photoshop?

How to properly export Cryptomattes for Photoshop? Seems I cant find the right thing on the internet so far. In Modo, was just one click to get the " Color ID Pass" I've tried EXR multi layer and ...
0
votes
1answer
74 views

How to disable vector pass calculating on unwanted frames?

I have an Internal Render animation more then 2000 frames and for 150 frames there is some postcomposed vector blur. All is good, except that calculating of vector pass taking about 10 seconds. So to ...
0
votes
1answer
334 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? ...
1
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0answers
26 views

Why Principled BSDF has no texture support for glossy color pass?

During compositing I've found out lack of glossy textured color pass for Principled BSDF material. Glossy BSDF works well though. Example pics: Glossy BSDF Principled BSDF Material
1
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0answers
34 views

Blender 2.81 Principled BSDF shader with sss not showing diffuse pass

When using the the principled BSDF shader with any amount of sss the diffuse passes are completely black. It seems the sss passes inherit the diffuse pass information. The node tree is just the shader ...
3
votes
1answer
202 views

White Noise in Blender Z Pass with alpha value in Mix Shader

I am trying to get the depth value using z pass from my scene which is a simple head model, but while rendering there is white salt and pepper noise in the hair and eyelash. I have saved in both png ...
0
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0answers
15 views

What file format and setup for the “Vector Blur” node in compositing

Which file format I've to save for using vector data in a "Vector Blur" node in Blenders compositing? Currently I save the vector pass into a OpenEXR file, but the blur is always vertical and doesn't ...
1
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0answers
26 views

Diffuse render pass looks different from original texture

I have tried to follow these instructions on how to get a diffuse render pass of a brick texture that exactly replicates the original colors of the texture. But even with all the settings in place I ...
0
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0answers
13 views

How to render an animation of one render layer?

Right now if i press the render button under render layer (inside the compositor) it will render only one single frame.
2
votes
1answer
478 views

Cryptomatte doesnt output nice clean edges

Is there any way i can have cleaner edges out of the cryptomatte image output ? The outline is just not clean enough.
3
votes
1answer
1k views

Difference between a mist pass and a normalized z-buffer?

In Cycles there are two different render passes which seem to give some kind of depth information: the Mist pass and the Z-Buffer pass. I know that the z-buffer gives the actual distance (thus ...
1
vote
1answer
132 views

render albedo (color passe without shadow)

I am trying to render the albedo of a mesh with a material, I have managed to get a flat render without lights and shadows by using the diffuse color passe, but the color are not the same as the one ...
1
vote
1answer
119 views

How to output deep data?

Is there a way to export world position pass, also object position pass (local), and deep pass ? I have searched in the output tab but haven't found anything. thanks a lot!
3
votes
2answers
559 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 are automatically saved. The problem is that the new render erases the previous one that was saved in ...
2
votes
1answer
39 views

Freestyle lines as an independent render pass

In 2.7x series I could select Freestyle lines into its own render pass. In 2.80RC2 I cannot find such an option. Is it not implemented yet or I am missing it?
1
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0answers
34 views

render normal map, diffuse color and height map

I would like to make all the render needed to create a shader I can apply to a plane and get the same result as my composition with plenty of mesh. here are all the meshes view from the side: I ...
2
votes
1answer
267 views

Transparent BSDF cause noise in depth layer

I have system that consumes depth and RGB output of Cycles renderer. I can observe noise in depth maps when I use transparent BSDF with ...
2
votes
0answers
1k views

why can't I render only freestyle stuff while using eevee?

I'm working on a cartoon character using eevee and I want to add freestyle to it. in 2.79 I used to render freestyle lines in a separate layer and since I only used cycles, I could just hide the mesh ...
1
vote
0answers
77 views

How to layer (transparent) materials?

I am generating layered patterns using procedural textures. that is easy enough in a single material using mix shader nodes. what I would like to achieve though is ...
1
vote
1answer
358 views

How to render depth pass with alpha channel transparency in cycles?

I have a 3D object in the empty scene. I can click on the "transparent" checkbox to make a render with a transparent background. How can I render depth (or any other) pass with transparent background ...
0
votes
1answer
155 views

Cycles is using Path-tracing-Tile instead of Sample [duplicate]

I know this question as been asked many times before, but the solution, that usually helped doesn´t work for me. So I would be very happy about some assistance! I built a scene, and when I try to ...
0
votes
0answers
221 views

Environment Pass in Eevee

What I'm trying to do is render a simple sun and world separately in order to do some compositing on the sun. I needed alpha on the sun to do that so I made the environment transparent. The problem ...
0
votes
0answers
49 views

Rotating Star Sphere - Need Help reducing render “load” (Blender 2.8 Newb)

(Using EEVEE Only) I ultimately want a really beautiful starry sky that sloooowly rotates as my scene (3-5 minutes) plays out. I followed this tutorial that shows how to make a star-filled half-...
0
votes
0answers
86 views

UV pass is not working on After Effects

I created a scene and checked the UV pass checkbox on render passes, saved it as a .png 16 bit rgba sequence. I go to after effects to remap a texture onto my object using UV re:map, so I point to the ...
6
votes
1answer
292 views

Why do different render engines generate different z pass?

I've been using Blender to generate depth maps using z pass. I notice that the z pass generated by different render engines are different, which made me a bit confused. My feeling is that the z pass ...
2
votes
1answer
69 views

Transferring colors from my Direct/Indirect passes into Color

I'm doing some compositor effects on my Cycles passes before outputting them to Krita and recombining them. But I'm running into a problem: Cycles stores a bunch of indirect light color in the Direct ...
1
vote
0answers
57 views

How do I do a Z Depth Pass?

Wondering how I do a proper z depth pass. How do I get the hotel to show as well as the road? It's like it's getting cut off or something.
2
votes
1answer
276 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 ...
0
votes
2answers
1k views

Blender 2.8; Combine Cycles and Eevee render engines into single composite

I am wondering if it's possible to set up the following scenario: Initiate render -> Eevee render into render layer with specified render settings -> Switch to Cycles render engine with specified ...
0
votes
3answers
54 views

Is there a way to render a pass that will color planes depending on a direction they facing?

I have this cube like head. Is there a way to quickly render a "mask" pass that will color all planes facing in the same direction to a same color? For example, all planes facing forward - red. All ...
0
votes
0answers
198 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). ...
1
vote
0answers
67 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 ...
1
vote
1answer
557 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 ...
2
votes
0answers
106 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 ...