A LayerOut produces an image when the RenderPass is rendering.
It is possible to specifically render objects in a LayerOut. Use the 'Primitives' button
in the LayerOut properties to connect the LayerOut to objects. By default, the LayerOut is connected
to its parent group so it automatically inherits from its connections.
Using the Linker, it is also possible to select objects to be connected as Matte objects (or hold-outs.)
It is also possible to restrict a LayerOut to a certain set of lights by using the 'Lights' button in the LayerOut properties. When connected to lights, only these lights will be active for the render of the LayerOut, independently from other LayerOuts settings.
Use this feature to render with different sets of lights at the same time.
Name of the output. This value is used for both naming the rendered file/channel and the shader output to use. For instance, selecting 'Beauty' will render the Beauty output of the shader. The name of the written file/channel is also set to this value. For instance selecting 'Beauty' will write the file using 'Beauty' in its name.
Name of the shader's output to use when shading this output. This value overrides the output name to select the shader output to use. For instance if you want to render the diffuse pass for the key light. Name your output 'DiffuseKey' to render into a DiffuseKey image. Set the 'Shader Color' attribute to 'Diffuse' to use the Diffuse output of the shader. Connect the output to the key light using the 'Lights' button.
Light categories to filter lights in this output.
Disables the rendering of this output when checked.
Indicates if the shaded color for this output has to be multiplied by the opacity. If "Shader Color" is empty, this parameter is ignored. This parameter is not the file alpha mode ("Premult/Unpremult"). See "File Alpha Mode" if you want the file to be "Premult/Associated Alpha" or "Unpremult/Unassociated Alpha".
File Alpha Mode
Indicates if the file must be written with color channels premultiplied or not or if this value is simply inherited from the pass settings ("From RenderPass").
Indicates if the volumetric primitives must be rendered on this AOV. AOVs like "Normals" or "Albedo" should not render the volumetrics.
Render Environment Lights
Indicates if the environment lights must be rendered on this AOV. AOVs like "Normals" or "Albedo" should not render the environment lights.
Denoise types.bool RW Denoise this AOV if the Denoiser render setting is set.
Uses the following values instead of the render pass values.
Overrides the parent render pass file path.
Overrides the parent render pass file format.
Write Deep Image
Write a deep image
Deep Image Compression Ratio
Controls the lossy compression of the deep pixels. 0 means no compression, 1 means maximum compression. In all cases, the result of the flatten image is lossless.
Deep Image Merge Flag
Allow to merge the fragments from different objects in the same deep fragment.
If checked, writes the AOVs as OpenEXR 2.0 multi-part files. If not checked, writes the AOVs as channels (compatible with OpenEXR 1.0).
The meta data to insert in the EXR file header. You can add a metadata per line. Here is an exemple of two meta data :
Overrides the parent render pass pixel format.
Overrides the parent render pass final image bit depth.
EXR Compression method
"None" : no compression. "Default" : no compression. "RLE" : run length encoding. "Zips Lines" : zlib compression, one scan line at a time. "Zips Blocks" : zlib compression, in blocks of 16 scan lines. Default compression method. "Piz" : piz-based wavelet compression. "PXR24" : lossy 24-bit float compression. "B44" : lossy 4-by-4 pixel block compression, fixed compression rate. "B44A" : lossy 4-by-4 pixel block compression, flat fields are compressed more.
Overrides the parent render pass gamma correction settings.
Pre Clamp Filter
Overrides the parent render pass pre filtering clamp values.
Post Clamp Filter
Overrides the parent render pass post filtering clamp values.
Filter operator to use in this AOV. Can be "normal" or "min". The "min" operator is used by the Depth AOV.
Opens the output's light linker. -- When no light is connected to the output, the renderer uses the object's light linking to shade. -- When at least one light is connected to the output, the renderer only activates these lights for the pass, that is the object is lit by its light linking with only the output's lights active. The final light linking for an object in this output is the intersection of connected lights for the object and the output. --
Moves the output up/down in the list.