[Bf-committers] Is there a plan for custom Passes/AOV rendering?

Thomas Volkmann lists at thomasvolkmann.com
Wed Aug 17 10:41:55 CEST 2016

I need to create a couple of RGB masks. At the moment I create a new renderlayer
with an override rgb material (Obj-ID decides if R,G,B, or black). Since I have
a couple of objects, I end up with a lot of renderlayers, which makes the
rendering process longer. In Vray there is the multimatte-element channel that
you 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 and
over again for each renderlayer, while with custom aovs the scene would just
load 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 execution
R5156| Saved:
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R5168| Fra:1141 Mem:1844.28M (0.00M, Peak 9056.63M) | Time:01:42:28.08 | Sce:
Scene Ve:0 Fa:0 La:0
R5169| Saved:
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. And
that I have to funnel all renderlayers through the compositor without being able
to submit just a single renderlayer to the renderfarm is actually a showstopper
and 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 2.8
proposals page https://wiki.blender.org/index.php/User:Knekke/renderoutput , but
it 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 a
UNC location as output path, but it is annoying really.
All the best,

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