The Blender 3D thread
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- NBQ000
I love Blender and I have watched countless videos/ tutorials how to handle render passes and I still can't get it to work properly.
What I don't get it is, why does it have layers when it doesn't automatically render the layers?
Let's say I have 4 layers (aka render passes):
- Each of the 4 layers contains a collection group that I want to render separately and others are either greyed out in that layer or used as holdouts.
- Naturally I'd assume when you render it it would create 4 image sequences automatically that are the 4 layers. So it would render the 4 passes. But that's not the case. When I hit render it only renders one layer. And it has nothing to do with the "render single layer" checkbox.
- I tried to use EXR filetype to try to get all the passes in one image sequence but that doesn't really work either.
- It seems what has to be done in order to get the layers rendered as separate passes automatically is use nodes in the compositor to output the layers from there?
It's really weird that this is not more straightforward. Really miss the good ol' Softimage-XSI render passes workflow, was the best of all 3D tools.
- So for now my dumb solution is: render the layers one by one in different Blender app windows open.NBQ00
- I think cryptomatte will get you to what you are looking for. This lets you mask out individual elements from one render as though they were separate layers.monNom
- Unless it’s a memory issue and you are rendering in sections because you can’t load the whole scene at once. That might need a more custom solution.monNom
- PhanLo3
Really want to try out the Grease Pencil features, these are some really good examples from Jama Jurabaev
- wow, great technique! I just took a bash at recreating the skeleton in 2.79 and it was impressively fast to get to a result.monNom
- more examples from same guy:
https://www.youtube.…
https://www.youtube.…monNom - for those wondering: paint in grease pencil. then convert strokes to curves. in curves panel, add a bevel to give it geo.monNom
- for the spaceman in the video above, you can paint along surface by selecting Stoke Placement: Surface in GP toolbarmonNom
- gonna have some fun with this ;)monNom
- here's what I got from maybe 20mins of playing with this technique. Not production quality, but certainly usable. https://i.imgur.com/…monNom
- I wish Redshift would get a Toon shader worthy of Arnold's.CyBrainX
- ^Hey, me from 5 years ago, they finally did it.CyBrainX
- imbecile1
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- cannonball19781
Better method of piping or struts or any other kind of skeleton structure using edge geometry through geometry nodes.
- PhanLo4
- This is great. I have such a hard time with terrain anything.cannonball1978
- There's a new one out now that does mushrooms and plants too. It worked really well for the animations.PhanLo
- imbecile1
- nondestructive modeling for mechanical objects is bettercannonball1978
- many video comments, like myself, enjoy the approach. if you have something to contribute, please doimbecile
- https://www.youtube.…cannonball1978
- cannonball19780
- niiice!PhanLo
- good bit in here about connecting shaders to geometry nodescannonball1978
- PhanLo1
- do this the easy way with the "motion blur" tab under Render Properties. Set the shutter time to like 100s.monNom
- It then integrates the light output and position over that entire time, for each frame. This would be done as a separate render pass with only the lights on.monNom
- then you can add in compositing.monNom
- ^ Nice!PhanLo
- prophetone2
I've been diving into deep end lately with Blender 4, forcing myself to create a handful of projects as learning opportunities.
It's a pretty heavy program, sooooo many options, and specifically lots of not-so-obvious options that can have you in a bad neighbourhood for a bit, frustrated, if you're uncertain of what to enable/disable.
Spent 45 mins tonight pulling hair out as attempting to perform a 'boolean difference' knockout from an object using another object, applied the modifier properly but one object just 100% disappears without a logical reason?!
Chilled out now as thankfully I found this vid - solved my issue! A seemingly important use for a hidden toggle that unless checked renders the boolean operation useless(?), in this instance anyway.
Also a good idea to dial in the settings to help calm down the mouse sensitivity and orbit view speed... was by default super fast and touchy so made it near impossible to comfortably pan/zoom/orbit to spots on an object without it zig zagging around all mad-like at the slightest mouse interaction.
- I'm using a Magic Mouse too so that's my first problemprophetone
- PhanLo0
- This one is really good, learned a lot.PhanLo
- Oh perfect. I'm designing a house in blender and can use this to set an HDRI skybox based on location photographycannonball1978
- lodef5
- The normal way or the geometry nodes way?sausages
- This has been on my todo list for the past few versionskoma_
- The sprinkles were geometry nodes but I skipped the part where he went into nodes to create several unique donuts. makes my brain melt.lodef
- v4 just came out so that's why i went for it komalodef
- Nice! I’ve been thinking about giving another try to blender.dyspl
- It's some coincidence that X-Particles and Blender both named their renderer Cycles.CyBrainX