![]() ![]() In the screenshot the slider is at 50%, so the scene will be rendered at half the size of the full resolution (in this case half the size of 1080p). Below the X/Y sliders is another slider showing a percentage, the percentage indicates what size the render will be compared to the X/Y values. Above the X/Y sliders is a menu with some handy presets for commonly used resolutions, such as 1080p, 720p, and different TV resolutions. The dimension settings are pretty simple: the X slider defines the width (in pixels) of your render, the Y slider defines the height (also in pixels) of your render. The index object pass creates a greyscale mask for an object that you can plug into the 'Factor' input of the glare node, this makes the glare effect occur only for that object.ĭimensions and Anti-aliasing Dimensions & Anti-aliasingĪs you can see in the image on the left, below the render layer settings we have the dimensions and anti-aliasing settings. ![]() use the Index Object pass to make a glare effect on a particular object. Of course, you could also use the render passes/layers to make post-processing easier in completely digital scenes. If you had separated your image into different color passes then you could edit each color pass to make the colors match the footage. You could then multiply the AO pass over the footage in the compositor in order to make shadows from Blender appear in your footage. You then would have an AO pass in addition to the combined render. In order to make the shadows from the render affect the footage, you would enable ambient occlusion and select the 'AO' pass as shown in the image on the right. This is extremely common when using Blender's compositor to do post-processing.įor example, let's say that you want to composite a 3D object from Blender into a video that you shot. Render passes are different types of data that make up an image, separated and put into its own 'pass' that you can use to change the render selectively. This requires different objects to be on different scene layers, and each scene layer usually has its own render layer (though this is arbitrary). Render layers are a way of organising data so that you can edit the render selectively after it's finished. Render Layers and Render Passes Render Layers ![]() Let's take a look at all of these settings and see what they do. These are the default settings for Blender Internal. You should see something that looks like the image on the left. Open up a new scene ( CTRL + N) and click on the camera icon in the Properties window to get to the rendering context. Let's take a look at all of the rendering options that Blender has. In the Propeties-Window in previous versions you could find the tap 'Renderlayers', an there you where able to group different Layers to one Renderlayer, and use the different Renderlayers in the Compositer, but this last steps, beginning with the creation of Renderlayers I couldn't find in 2.8 and also how to use layers as masklayers like in 2.79.The Render Settings ![]() As far as I discoverd it, the 'View-Layers', as a kind of a group of objects, work simular to the old 'Layers' in 2.79. Simular option I also discoverd in 2.8, but how this works together with the new View Layers and how to get renderlayers from different View-Layers. In previous versions you could go to the 'Outliner' window an say to each object by click if it should be shown in the viewport, if it should be restricted from the viewport selection or if it should be renderd. I try to change my workflow from Blender 2.79 to Blender 2.8, but I struggle with the new layersystem. ![]()
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