Old "Render Layers" are now here, in the top right corner:
In the context menu (RMB) in outliner you can set to any collection to be Excluded, masked (now holdout) or hided (now Indirect Only).
View layer -> Set Exclude is old Exclude function
View layer -> Set Holdout is old Mask function
View layer -> Set Indirect Only is like you Hide layer, but not ...
View layers, that previously are been here:
Now moved in top right corner:
This animatable checks
Now presented it view layer settings:
Per layer settings for exclude, holdout and indirect only, that previously are been here:
now can be setup in context menu:
You need to know that EEVEE doesn't supports holdout and indirect only at current time.
The the Make Links operator to link objects between scenes.
Select a bunch of objects, press Ctrl + L Make Links > To Scene then pick a scene from the list.
Beware that without further action these linked objects remain linked and are in fact one and the same, that means any transformations made in one scene will propagate to others both in Object Mode ...
As far as I can tell this is for use together with Local Camera feature of a viewport, or the now possible multi-window workflows.
Using local camera you can have any viewport display an arbitrary camera other than the one defined as active camera in the Scene tab of the Properties Editor.
Rendering from such viewport would potentially lead to unexpected ...
If you have several layers, every layer has an "Use for Rendering" option. Tick this on all the layers you want and untick all you do not need. That's it.
The python property is ViewLayer.use, which you can access for each layer per data-block: bpy.data.scenes["Scene"].view_layers["LayerName"].use or per scene in context: bpy.context.scene.view_layers["...
Actually Blender is pretty great at Render Layers:
you have collections which is kind of like a supercharged group (one object can be in multiple collections, collections can be instanced in other scenes, like Maya's references)
you have view layers, which can contain collections can set which passes to render, to override materials etc. (this is render ...
Load the background image in the image editor or the movie clip editor.
Set the editor in mask mode
On the image, click while pressing the Ctrl key and draw a mask for the area you want to use as foreground.
Then in the compositor use that mask to combine the foreground and background elements.
Code to link the context object of context scene "Scene" to another scene named "Scene.001"
C = bpy.context
D = bpy.data
2.5x to 2.7x
The options are still there, they are just hidden in the filter dropdown:
Make sure all the buttons are selected. I think they did this to keep the UI cleaner, but I'd probably have left on at least render visibility option by default. Hey, it's still a Beta though, so maybe they will "fix" that. :)
The feature to exclude a collections from rendering in the view layer was called Set Exclude in the early development of Blender 2.80. At least since the release candidates it is called Exclude from View Layer and can be set by toggling the checkbox in front of the collection name.
Alternatively it can also be set through the context menu, by right-...
Set ViewLayer.use for all view layers based on render layer nodes
Iterate through the nodes, get the Render Layer nodes used in comp, read their RLayers.layer property and compare against Scene.view_layers. If part of the list, set each ViewLayer.use property to True, else set it to False:
C = bpy.context
# List of render layer nodes
This little script lets you duplicate a view layer with its visibility settings only, render passes and cycles settings, render and selectable are settings that are shared among all layers.
context = bpy.context
old_layer = context.window.view_layer
new_layer = context.scene.view_layers.new(old_layer.name)
collection = old_layer.layer_collection
What is happening is that material shading, by default, uses a pre-supplied HDRi image as the world (that is why you see some trees and blue skies reflected on the glossy surfaces).
Rendered shading uses the actual settings for the scene, by default just a flat color.
You can set material view to use the actual scene lights and world.
Or you can set an HDRi ...
The Mix 'Add' mode is combining your renders without taking account of which of the two images is 'in-front' of the other. Blender needs to know how to combine the two images correctly.
Looking at your screenshot the Render Layers thumbnail shows you aren't using transparency in your renders (it's a solid background instead of checkered). The simplest ...
By default only the eye icon to hide the object in the viewport is shown in the outliner, but you can add other icons including one to prevent the object being rendered. Click on the Filter icon above the outliner then on the camera icon in the menu that appears. Hover over each icon for a description of what it does.
You'll then find another column of ...
Your question is a bit confusing as to what exactly you want. Anyway, here is a way to split basically every object and shadow however you want, if this isn't exactly what you want you can definitely alter it with the methods shown in the nodes.
You can use the "Local Collections" in blender 2.81. They can work per ui window and not per view layer.
Go to the "N" Panel>View>Collections, check "Local Collections", and toggle visibility with the eye icon.
You then uncheck "Local Collections" to get back to the previous state.
Alternatively you could duplicate the view layer in the initial state, and ...
First you need to retrieve the view layer you'd like to modify. The view layers in the scene can be accessed through bpy.context.scene.view_layers or if you want to access view layers of other scenes you can use bpy.data.scenes["Name of the scene"].view_layers.
In order to exclude a specific collection the LayerCollection has to be accessed, because that ...
The manual page you've linked is for Blender 2.81 and is up-to-date. If you're using an older version of Blender you'll have to consult the matching version of the manual. The documentation of bpy.types.Object in Blender 2.79 can be found here.
Thanks to Serge L and Igor Svara I get to something workable. As Igor said, numbers worked but I had to create a new layer config with all the layers and just hide/unhide those that correspond with the layer config that I'm looking for.
Let's try to explain it:
My project has 8 layer configs of object within a landscape. The first one is called A1MDS (as ...
In the editor type (view Layer) you can press the eye symbol of a collection while holding ctrl to isolate that collection (hide every other collection but that). Sorry I would just comment since I'm not sure that is the answer you where waiting for, but I'm not allowed to do so yet. Hope helps.
Otherwise, every collection corresponds to a number, so you ...
I've just written an addon for that:
It does not update automatically though, so it's necessary to click again the box to hide/unhide newly hidden objects
I think what you are missing is the FileOutput Node.
here is a basic Setup for your 3 Layer.
check the docs for renderlayer in Blender and you are good to go.
you can do a lot more then saving files with the compositing context, so have look and do some experimenting.