LayerOutΒΆ

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

Name of the output. This value is used for naming the rendered file/channel. 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.

Light Categories

Light categories to filter lights in this output. It will be integrated in your symbolic name or in a regex ending with '#'.

Accept Path

The regular expression of accepted light paths.

You can use any of the listed symbolic name, or create you own regular expression using the LPE syntax.
The LPE syntax allows you to filter by object name, light name, type of surface interaction and more.

Ignore Path

The regular expression of ignored light paths. (See Accept Path for description)

Shader Color

Name of the shader's output to use when shading technical passes Accept regex must be the symbolic [Technical] Primary or [Technical] Indirect Singular or ends with '~' For instance if you want to render the Albedo. Name this 'Albedo' and set your Accept regex to '[Technical] Primary'.

Disabled

Disables the rendering of this output when checked.

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").

Denoise

Denoise this AOV if the Denoiser render setting is set.

Stochastic Opacity

Sample this AOV stochastically with respect to opacity. By default, the renderer samples technical AOVs with respect to the opacity, which usually improves rendering performances when rendering transparent objects, but results in sampling noise. Disable this to force the renderer to sample all transparent objects on for this AOV. Note that this usually increases rendering times, especially on slow to render AOVs, like Occlusion or Shadows/ShadowMask.

Override Settings

Uses the following values instead of the render pass values.

File

Overrides the parent render pass file path.

File Format

Overrides the parent render pass file format.

Use LPEs

Write a deep OpenEXR/Id with LPEs (light path expressions)

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.

Multi Part

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).

Meta Data

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 :
key1=value1
key2=value2

MetaData

PixelFormat

Overrides the parent render pass pixel format.

Depth

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. "DWAA": lossy DWA A compression method. "DWAB": lossy DWA B compression method.

DWA Compression

Higher values provide more compression of the final image file, but reduce the quality. Only for EXR DWAA and DWAB compresion methods.

OpenEXRId Pattern

This attribute set the naming scheme of objects in the OpenEXRId file, using tokens such as $(PATH) and $(TAGS).

Gamma

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.