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) |
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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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