通道
参考
面板
视图层 ‣ 通道
通道可将渲染图像分为颜色,直接光和间接光来分别编辑它们,以及提取深度或法线等数据。
数据
Cycles
包括
合成结果
包含所有渲染通道的最终合成的渲染通道。
Z
与任何可见表面的距离。
Note
Z仅使用一采样次数。如果在运动模糊或 景深 的情况下需要混合深度值,请使用雾场。
薄雾
Distance to visible surfaces, mapped to the 0.0 - 1.0 range. When enabled, settings are in World tab. This pass can be used in compositing to fade out objects that are farther away.
位置
World position of objects in the scene.
法向
用于着色的表面法线。
矢量
用于矢量模糊结点的运动矢量。其四个分量由在像素空间内朝向前一帧和后一帧位置的二维矢量组成。
UV
Mapped UV coordinates, used to represent where on a mesh a texture gets mapped too. This is represented through the red and green channels of the image. The blue channel is encoded with a constant value of 1 but does not hold any information.
降噪数据
Includes Denoising Albedo, Denoising Normal, and a render pass of the original combined pass before denoising.
Note
The Z, Position, Object Index, and Material Index passes are not anti-aliased.
编号
调试
渲染时间
Render time in milliseconds per sample and pixel.
采样数量
Number of samples/camera rays per pixel.
Alpha 阈值
Z通道、索引通道、法线通道、UV通道以及向量通道在表面的alpha透明值等于或者大于该阀值的时候才受影响。该值为0.0的时候,首次被光线碰到的表面会立即写入这些通道而不管透明度如何。 如果存在更高的值的透明表面会在遇到不透明的表面的时候跳过写入。
Eevee
包括
合成结果
包含所有渲染通道的最终合成的渲染通道。
Z
与任何可见表面的距离。
薄雾
到可见曲面的距离,映射至0.0 - 1.0范围。
法向
用于着色的表面法线。
轻度
Cycles
漫射色采样
直接光
Direct lighting from diffuse and subsurface BSDFs. We define direct lighting as coming from lights, emitting surfaces, the background, or ambient occlusion after a single reflection or transmission off a surface. BSDF color is not included in this pass.
间接光
Indirect lighting from diffuse and subsurface BSDFs. We define indirect lighting as coming from lights, emitting surfaces or the background after more than one reflection or transmission off a surface. BSDF color is not included in this pass.
颜色
Color weights of diffuse and subsurface BSDFs. These weights are the color input socket for BSDF nodes, modified by any Mix and Add Shader nodes.
光泽
Direct, Indirect, Color
同上,而这是针对光泽BSDF。
传递采样
Direct, Indirect, Color
同上,这是针对透射BSDF。
体积光渲染
Direct, Indirect
Same as above, but for volumetric BSDFs.
其他
自发光(发射)
直接从可见表面发出的光。
环境
直接来自可见背景的光。当胶片设置为透明时,可以使用它来获取环境颜色并将其合成回来。
阴影
Shadows from light objects. Mostly useful for compositing objects with shadows into existing footage.
环境光遮蔽
来自直接可见表面的环境光遮蔽。它不含BSDF颜色或AO系数,换句话说,它给出介于0到1 “归一化” 数值值。
阴影捕捉
Extra indirect light information collected by objects with the Shadow Catcher option enabled. Multiply this pass with existing footage using the 混合节点 in the Compositor to add the indirect lighting information to the footage.
Note
注意, 透明BSDF需要单独对待 ,完全透明的表面被视作没有任何表面存在。半透明表面被视作仅有部分光线能够穿过。也就是说,它并未包含在透射通道中,这样,可以使用折射率为1.0的玻璃BSDF。
Eevee
漫射色采样
轻度
Direct lighting from diffuse BSDFs. We define lighting as coming from lights, the background, or ambient occlusion off a surface. BSDF color is not included in this pass.
颜色
漫射BSDF的Color weights(色重值)。这些值供BSDF节点的颜色输入接口使用。可通过 Mix(混合)以及Add(添加)着色器结点进行修改。
镜面反射
Light, Color
Same as above, but for specular BSDFs.
体积光渲染
轻度
The scattering pass from volume objects or world.
其他
自发光(发射)
直接从可见表面发出的光。
环境
直接来自可见背景的光。当胶片设置为透明时,可以使用它来获取环境颜色并将其合成回来。
阴影
来自灯光物体的阴影。对于将阴影合成到现有素材中非常有用。
环境光遮蔽
来自直接可见表面的环境光遮蔽。它不含BSDF颜色或AO系数,换句话说,它给出介于0到1 “归一化” 数值值。
效果
Eevee only
辉光
The influence of the Bloom effect.
Cryptomatte
Cryptomatte是一种有效创建合成遮罩的标准。Cycles输出所需的渲染通道,然后可以在Blender合成器或具备Cryptomatte支持的其他合成器中使用它来为指定物体创建遮罩。
Unlike the Material and Object Index passes, the objects to isolate are selected in compositing. The mattes will be anti-aliased and take into account effects like motion blur and transparency.
物体
渲染Cryptomatte材质通道,用于在合成中孤立物体。
材质
渲染Cryptomatte材质通道,用于在合成中孤立材质。
资源
Render cryptomatte asset pass, for isolating groups of objects with the same parent in compositing.
级数
设置每个像素可以区分多少个唯一对象。
典型工作流程
在通道面板中启用Cryptomatte物体渲染通道,然后渲染。
在合成节点中,创建一个Cryptomatte节点,并将之与匹配图形和Cryptomatte通道的渲染层相连。
将预览器节点添加到Cryptomatte节点的拾取输出。
使用Cryptomatte“添加/移除”按钮对拾取预览器节点中的对象进行采样。
使用Cryptomatte节点的蒙版输出来获取Alpha遮罩。
See also
着色AOV
Shader AOVs (Arbitrary Output Variables) provide custom render passes for any shader node components. As an artist this can be a good way to fix or tweak fine details of a scene in post-processing. To use Shader AOVs create the pass in the Shader AOV panel then reference this pass with the AOV Output shading node. Shader AOVs can be added or removed in the Shader AOV panel. In this panel is a list of all AOV passes; each AOV in the list consists of a Name and Data Type.
活动AOV编号
The name of the render pass; this is the Name that is referenced in the AOV Output node. Any names can be used for these passes, as long as they do not conflict with built-in passes that are enabled.
数据类型
Shader AOVs can either express a Color or a Value output. The Color type as the name suggest can be used for a color but also for normals. A Value type can be used for any single numerical value.
Light Groups
Cycles only
Light Groups provide render passes that only contains information from the lights within that group. Light Groups can be used to easily tweak the lighting color and intensity of specific lights without having to re-render the scene.
Active Light Group Index
The name of the render pass. This is the name that is used when adding World Shaders, Lights and Objects to Light Groups.
Lightgroup Sync
These operators are available in the menu to the right of the Light Group list.
Add Used Lightgroups
Adds all Light Groups to the View Layer that have been created elsewhere and have lights assigned to them.
Remove Unused Lightgroups
Deletes all Light Groups that do not have any lights assigned to them.
合成
Cycles
可以组合所有这些照明通道以产生如下的最终图像:
Eevee
The passes can be combined to produce the final image as follows:
已知局限
Alpha blended materials are not rendered in render passes except the combined pass. Use the Alpha Clip or Alpha Hashed as Blending Mode to render transparent materials in render passes.
Depth of field is not rendered in render passes except the combined pass. It is possible to add the depth of field back in the Compositor using the Defocus node.
Eevee render passes exclude parts of the BSDF equation. Shader to RGB is not supported as it needs the full BSDF equation.