Hi,
for lots of ID masks, you might be interested in 
https://developer.blender.org/D2106, which basically allows to create masks for 
any ID from the compositor, even with weights to account for DoF/transparency.
In general, adding custom render passes is currently not possible due to a lot 
of limitations in the renderpass system - every pass is a bit in a 32bit mask 
amd has a hardcoded name etc.Replacing this with a more flexible system that 
allows custom render passes, render passes for external renderers etc. is 
something that I'd like to for Blender 2.8 - I'll write a proposal as soon as 
I'm done with the denoising project.
------ Originalnachricht------Von: Thomas Volkmann Datum: Mi., 17. Aug. 2016 
10:42An: bf-blender developers;Cc: Betreff:[Bf-committers] Is there a plan for 
custom Passes/AOV rendering?
Hi, I need to create a couple of RGB masks. At the moment I create a new 
renderlayerwith an override rgb material (Obj-ID decides if R,G,B, or black). 
Since I havea couple of objects, I end up with a lot of renderlayers, which 
makes therendering process longer. In Vray there is the multimatte-element 
channel thatyou can use for that and in Arnold you can freely setup your aovs 
(passes,channels, whatever it is called in different software).Also my scene is 
quite heavy so it takes a long while to load the scene over andover again for 
each renderlayer, while with custom aovs the scene would justload once and do 
the sampling just once. Basically this could easily save me 40%of the 
rendertime right now. R5155| Fra:1141 Mem:2223.97M (0.00M, Peak 9056.63M) | 
Time:01:42:22.38 |Compositing | De-initializing executionR5156| 
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Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Paint.1141.exrR5161|
 
Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Texture.1141.exrR5162|
 
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 Fra:1141 Mem:1844.28M (0.00M, Peak 9056.63M) | Time:01:42:28.08 | Sce:Scene 
Ve:0 Fa:0 La:0R5169| 
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 Time: 01:42:30.73 (Saving: 00:02.64)While it is quite cool to use Blender in 
production, this is a big bummer. Andthat I have to funnel all renderlayers 
through the compositor without being ableto submit just a single renderlayer to 
the renderfarm is actually a showstopperand I am glad that I'm doing it only 
for one shot right now.I've been complaining about this for a long time now and 
wrote this to the 2.8proposals page 
https://wiki.blender.org/index.php/User:Knekke/renderoutput , butit was 
rejected.I really really hope this gets some love in 2.8 with a new renderlayer 
system. And please add real support for UNC paths. You can trick Blender in 
accepting aUNC location as output path, but it is annoying really.  All the 
best,Thomas_______________________________________________Bf-committers mailing 
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