I completely agree, I've also been trying to make this happen since the brecht days, and in fact I'm doing just what you are: Override per RenderLayer with RGB material, and yes, build time repeats for each render layer. It also sucks because you kill displacement, transparency, and other effects since it is a material override. I can't emphazise enough the importance of this feature; Cycles is very powerful, but this ss like a bottleneck in the very end.
2016-08-17 5:57 GMT-03:00 [email protected] < [email protected]>: > 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| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\Main.1141.exrR5157| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\AO.1141.exrR5158| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\ObID.1141.exrR5159| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\Mist.1141.exrR5160| 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| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\Depth.1141.exrR5163| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME01.1141.exrR5164| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\MME02.1141.exrR5165| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME03.1141.exrR5166| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\MME04.1141.exrR5167| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME05.1141.exrR5168| Fra:1141 Mem:1844.28M (0.00M, Peak > 9056.63M) | Time:01:42:28.08 | Sce:Scene Ve:0 Fa:0 La:0R5169| > Saved:'\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\ep02_sc06_sh0070.1141.exr'R5170| 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 [email protected]https://lists.blender.org/ > mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
