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(Render) 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. Use this tag for questions concerning the use of render passes.

1 vote
1 answer
1k 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 …
AugLe's user avatar
  • 447
4 votes
1 answer
5k 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, th …
AugLe's user avatar
  • 447
2 votes
1 answer
556 views

Get Object/Material Index of Completely Transparent Objects

OK, I know the question is kinda usual. My problem is I want some objects in a scene completely transparent/invisible (in most of the render passes) while I still can show it in either material or obj …
AugLe's user avatar
  • 447
1 vote
0 answers
520 views

Override all materials' color but not transparency

The situation is as follows: I would like to create an image where the pixel values (RGB) correspond to the position (XYZ) of the point in space (world coordinate). Create a new material, like in thi …
AugLe's user avatar
  • 447
0 votes
1 answer
459 views

Scripting setup to save all Cycle render passes to a single EXR image

The answer here Save all render passes to a single EXR image to setup a node diagram to save all cycle render passes to a single EXR file is very useful. I am wondering if there is a programmable way …
AugLe's user avatar
  • 447
6 votes
1 answer
3k views

Cycle Normal Pass in Camera Space

I am wondering if there is any way that we can alter the cycle normal pass to output value in camera space. Currently, as far as I know, the normal is in object/world space, which does not change when …
AugLe's user avatar
  • 447