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Render passes and layers

From: Blender Essential Training

Video: Render passes and layers

The main way to get information into the Compositor is through what's called the render layer. We can either use the render layer, taking it directly from the CG Scene as shown over here in the left-hand side. Under the Scene Render Context we have the Render Layers panel. This is the panel that sets up a render layer that is then fed into the Compositor over here through the Render Layer node. Now, there is two ways to do it. We can take it directly from the CG View or we can save this out to a file and then read it in through the Image Input node.

Render passes and layers

The main way to get information into the Compositor is through what's called the render layer. We can either use the render layer, taking it directly from the CG Scene as shown over here in the left-hand side. Under the Scene Render Context we have the Render Layers panel. This is the panel that sets up a render layer that is then fed into the Compositor over here through the Render Layer node. Now, there is two ways to do it. We can take it directly from the CG View or we can save this out to a file and then read it in through the Image Input node.

When we do that and we have saved our file as an EXR image, then we have these render passes that we can now access and use in our composited network. So, let's go over the render layers. To create a new render layer, we just simply Add New. At the top here are the actual layers that are currently selected in this 3D view because that's where we are pulling from. So, it's showing you that we have layers 1 through 5 selected. Now, this render layer is going to pull-in from the layers that are in common with the CG view.

So, if I have these three selected, now anything that's in Layer 4 or 5, any objects will not be pulled in through this render layer. So, this is what's called an And function. Secondly, now then we have what do we want to pull in from the render pipeline that we talked about earlier, while we were looking at these, see these are just almost an exact match to the Materials. And for this particular render layer if we want to override, although the lights in the Materials, because the Materials are pretty complicated and all we are trying to do is get a White Balance kind of a thing going on and just try to do a test render.

We can override the Materials by typing in the name of the material here and then every object that comes in will be pulled in with that material instead. It's much, much faster. Same with the Lights, if we want to just use a Light group instead of all the lamps in the scene, we can type in the name of the group here. These are the render passes and this is the most important part, every render pass that's selected over here corresponds to a socket over here in either the Image Input node when we are pulling in from a multilayer or from the Render Layer node. Now, I'm just going to go ahead and Add > Input > Render Layers and so you can see here is the render layers.

As I select and I'm going to go ahead and choose from the compositing scene, the render layer that I'm currently working on over here which is our 1 Render Layer, so we'll select that from here. So, now as I select these additional passes, they are brought into and connected over here in the Render Layers node and now I can use them in my Compositing input. These render layers -- real quick, are the Combined. It is the overall, net result of the image that you see. The Z is the Z buffer or the distance of each pixel from the camera.

Vector indicates the speed and the direction of any of the objects in the scene. Normal is the angle of the faces and UV is the actual UV map of that particular object. Mist is the effect that happens as objects recede into the horizon. Index is a very special one that allows us to tag each individual CG object and then the Index Pass delivers us those masks for those objects, so we can pull out an individual mask for an object in the scene.

Color is the overall color intensity, whereas the Diffuse is the actual diffuse colors and then the Specularity is the specular colors. Shadows are -- pull them separately through enabling this. Ambient Occlusion, Reflections from any Ray Traced Reflections occurring from any mirrors setup and Refractions from any Ray Traced Transparencies that are going on and then separately the Radiosity Pass. So, you can pull-in any of these Passes or all of them, if you want and you can exclude a Pass from the combined Pass.

Let's say you wanted to pull-out AO separately and you didn't want it in the combined image, you can Ctrl-click; hold the Ctrl key and click on AO there and now the AO Pass will be delivered, but it will not be integrated into the combined image. So, that's how you pass information about the CG Render into the Compositor through this Render Layer node either directly or if you have saved this to a multilayer file, then pulling these render passes in through the EXR Image Input node.

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This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 25222 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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