
Or objects in the limelight do not have materials which have been set to receive shadows, Or those lights have been set to not cast shadows, (and not just selected in the Render Layer panel) in order to show anything.įor example, if you do not have any lights in your scene, Some of these outputs must be enabled and used within your scene (If you do so, in most cases you can choose whether to also continue to include it in the Combined output). Render Passes are the various distinct outputs that the renderer is able to generate.Īll of the following render outputs are normally combined into a single output known,Īppropriately enough, as the Combined output.īut you can also select any of them to be output as a separate pass. Run the map back through that node to re-scale it back to the original before saving. Good results if you intend on operating on that map as an image.

You must use that specific kind of translation node to get The intermediate node you see above,īetween the Render Layer output socket and the Viewer node input socket (such as Map Value)ĭoes this translation or scaling. Values range between +/-3,000,000 Blender Units or so. For example, the Z-depth map isĪn array of values that specifies how far away from the camera each pixel is It needs to be translated into something that we can see. If the Render Pass output is not an image but is a map, It can be saved in a multi-layer OpenEXR format. If they are the only pass that is rendered, saved as the render image. Render Passes that produce Images can be directly viewed in a viewer, or, The Render Layer, all of the layer’s outputs appeared as connection points on the right-hand

Was added to the node diagram and the Render Layer node was subsequently associated with For the purposes of this example,Ī Render Layer was defined to produce all possible outputs. The answer to each of the above questions is an image or map, as shown below:Įach Render Pass puts out an image or a map.

So that when these lines hit an object, the engine calculates that this is what the camera should see. Like shadows, lines are calculated, except this time they come from the camera and bounce off mirrored surfaces, How is light reflected off mirrored surfaces?.How is ambient light in the environment blocked (occluded) by objects in the scene?.Various things that are calculated in a standard render include:

In a render, every pixel has been calculated several times to make sure it will show the right Must all be separately calculated in different passes for different reasons, Everything you see in a render must be calculated for the final image.Īll interactions between objects in your scene, lighting, cameras, background images,
