[Bf-docboard-svn] bf-manual: [7568] trunk/blender_docs/manual/render/layers: Render Passes: Restructure

Aaron Carlisle noreply at blender.org
Tue Jan 12 05:05:19 CET 2021


Revision: 7568
          https://developer.blender.org/rBM7568
Author:   Blendify
Date:     2021-01-12 05:05:19 +0100 (Tue, 12 Jan 2021)
Log Message:
-----------
Render Passes: Restructure

This structures the document by panel and then by render engine
instead of the other way around. This deduplicates some content
such as cryptomatte and Shader AOV.

Modified Paths:
--------------
    trunk/blender_docs/manual/render/layers/passes.rst

Removed Paths:
-------------
    trunk/blender_docs/manual/render/layers/passes_aov.rst

Modified: trunk/blender_docs/manual/render/layers/passes.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/passes.rst	2021-01-12 04:01:20 UTC (rev 7567)
+++ trunk/blender_docs/manual/render/layers/passes.rst	2021-01-12 04:05:19 UTC (rev 7568)
@@ -1,18 +1,11 @@
 .. _bpy.types.RenderLayer:
+.. _render-cycles-passes:
+.. _render-eevee-passes:
 
 ******
 Passes
 ******
 
-Passes can be used to split rendered images into colors, direct and indirect light to edit them individually,
-and also to extract data such as depth or normals.
-
-
-.. _render-cycles-passes:
-
-Cycles
-======
-
 .. admonition:: Reference
    :class: refbox
 
@@ -23,8 +16,11 @@
 
 
 Data
-----
+====
 
+Cycles
+------
+
 Include
    Combined
       The final combination of render passes with everything included.
@@ -79,9 +75,27 @@
    With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered.
 
 
-Light
+Eevee
 -----
 
+Include
+   Combined
+      The final combination of render passes with everything included.
+   Z
+      Distance to any visible surfaces.
+   Mist
+      Distance to visible surfaces, mapped to the 0.0 - 1.0 range.
+   Normal
+      Surface normal used for shading.
+
+
+
+Light
+=====
+
+Cycles
+------
+
 Diffuse
    Direct
       Direct lighting from diffuse and subsurface BSDFs.
@@ -129,89 +143,7 @@
    for that a glass BSDF with index of refraction 1.0 can be used.
 
 
-Combining
-^^^^^^^^^
-
-All these lighting passes can be combined to produce the final image as follows:
-
-.. figure:: /images/render_layers_passes_combine.svg
-
-
-Cryptomatte
------------
-
-Cryptomatte is a standard to efficiently create mattes for compositing.
-Cycles outputs the required render passes, which can then be used in the Blender Compositor
-or another compositor with Cryptomatte support to create masks for specified objects.
-
-Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
-and mattes will be anti-aliased and take into account effects like motion blur and transparency.
-
-Include
-   Object
-      Render cryptomatte object pass, for isolating objects in compositing.
-   Material
-      Render cryptomatte material pass, for isolating materials in compositing.
-   Asset
-      Render cryptomatte asset pass, for isolating groups of objects with the same
-      :doc:`parent </scene_layout/object/editing/parent>` in compositing.
-
-Levels
-   Sets how many unique objects can be distinguished per pixel.
-Accurate Mode
-   Generate a more accurate Cryptomatte pass. CPU only, may render slower and use more memory.
-
-
-Typical Workflow
-^^^^^^^^^^^^^^^^
-
-#. Enable Cryptomatte Object render pass in the Passes panel, and render.
-#. In the compositing nodes, create a Cryptomatte node and
-   link the Render Layer matching Image and Cryptomatte passes to it.
-#. Attach a Viewer node to the Pick output of the Cryptomatte node.
-#. Use the Cryptomatte Add/Remove button to sample objects in the Pick Viewer node.
-#. Use the Matte output of the Cryptomatte node to get the alpha mask.
-
-.. seealso::
-
-   :doc:`Cryptomatte Node </compositing/types/matte/cryptomatte>`.
-
-
-.. _render-cycles-passes-aov:
-
-.. include:: passes_aov.rst
-   :start-line: 1
-
-
-.. _render-eevee-passes:
-
 Eevee
-=====
-
-.. admonition:: Reference
-   :class: refbox
-
-   :Panel:     :menuselection:`Scene --> View Layers --> Passes`
-
-Passes can be used to split rendered images into colors and light to edit them individually,
-and also to extract data such as depth or normals.
-
-
-Data
-----
-
-Include
-   Combined
-      The final combination of render passes with everything included.
-   Z
-      Distance to any visible surfaces.
-   Mist
-      Distance to visible surfaces, mapped to the 0.0 - 1.0 range.
-   Normal
-      Surface normal used for shading.
-
-
-Light
 -----
 
 Diffuse
@@ -245,22 +177,16 @@
 
 
 Effects
--------
+=======
 
+:guilabel:`Eevee only`
+
 Bloom
    The influence of the Bloom effect.
 
 
-Combining
----------
-
-The passes can be combined to produce the final image as follows:
-
-.. figure:: /images/render_layers_passes_eevee-combine.svg
-
-
 Cryptomatte
------------
+===========
 
 Cryptomatte is a standard to efficiently create mattes for compositing.
 Cycles outputs the required render passes, which can then be used in the Blender Compositor
@@ -275,18 +201,17 @@
    Material
       Render cryptomatte material pass, for isolating materials in compositing.
    Asset
-      Render cryptomatte asset pass, for isolating groups of objects with
-      the same :doc:`parent </scene_layout/object/editing/parent>` in compositing.
+      Render cryptomatte asset pass, for isolating groups of objects with the same
+      :doc:`parent </scene_layout/object/editing/parent>` in compositing.
 
 Levels
    Sets how many unique objects can be distinguished per pixel.
 Accurate Mode
-   Generate a more accurate Cryptomatte pass by evaluating more samples.
-   When turned off, the levels setting determines the number of samples to evaluate.
+   Generate a more accurate Cryptomatte pass. CPU only, may render slower and use more memory.
 
 
 Typical Workflow
-^^^^^^^^^^^^^^^^
+----------------
 
 #. Enable Cryptomatte Object render pass in the Passes panel, and render.
 #. In the compositing nodes, create a Cryptomatte node and
@@ -300,12 +225,49 @@
    :doc:`Cryptomatte Node </compositing/types/matte/cryptomatte>`.
 
 
+.. _render-cycles-passes-aov:
 .. _render-eevee-passes-aov:
 
-.. include:: passes_aov.rst
+Shader 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 :doc:`AOV Output </render/shader_nodes/output/aov>` 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*.
 
+Name
+   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.
 
+Data Type
+   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.
+
+
+Combining
+=========
+
+Cycles
+------
+
+All these lighting passes can be combined to produce the final image as follows:
+
+.. figure:: /images/render_layers_passes_combine.svg
+
+
+Eevee
+-----
+
+The passes can be combined to produce the final image as follows:
+
+.. figure:: /images/render_layers_passes_eevee-combine.svg
+
+
 Known Limitations
 =================
 

Deleted: trunk/blender_docs/manual/render/layers/passes_aov.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/passes_aov.rst	2021-01-12 04:01:20 UTC (rev 7567)
+++ trunk/blender_docs/manual/render/layers/passes_aov.rst	2021-01-12 04:05:19 UTC (rev 7568)
@@ -1,21 +0,0 @@
-:orphan:
-
-Shader 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 :doc:`AOV Output </render/shader_nodes/output/aov>` 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*.
-
-Name
-   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.
-
-Data Type
-   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.



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