Render Pass Mapping#

Render Passes can be exported to seperate files or to layers within a Multi Layer or Multi Part exr file.

To set this up you can use the Mapping section in the Render Passes tab of the Render node which will be explained on this page.

capture types mapping
  1. The Source column holds all the nodes which can be set to one of our build in render passes.

  2. The nodes in the Destination column represent each render pass to be exported. Depending on the render settings, each node is exported to a seperate layer in a exr file or to a seperate image sequence.

  3. move icon Hide or show channel mapping.

  4. move section icon Reorder Render Pass. By left mouse button clicking and dragging this icon, you can move the render pass to a different position in the list. The new position of the render pass is indicated with a blue line while dragging. This can be useful to move a specific render pass to the top as the top one shows in the preview while exporting.

  5. Render passes dropdown menu. When clicking on this, a dropdown menu appears where you can pick a render pass to set the node to.

  6. Set the background color of a render pass.

  1. HDR icon Some render passes will have an HDR (High Dynamic Range) toggle button next to their name. When this is enabled, tonemapping is bypassed and the full range of colors can be exported. Note that only the exr file format supports this correctly.

  2. Render pass output name. This box displays the name given to the render pass. When left untouched, this name is inherited from the incoming render pass. When left mouse button clicking within this box, you can set the ouput name to something custom by typing it in.

  3. Channel dropdown menu. Here, you can pick the amount of channels for the destination render pass. This can be useful to make sure you’re not using empty channels or to add more channels to be connected to sources from different render passes.

  4. delete icon Remove a render pass.

  5. Source channels labels. Shows the names of the source channels like Red,Green,Blue , Top,Left,Right, Mask, or Alpha.

  6. Source output pins. left mouse button click and drag from this pin to a destination input pin to map these channels to each other. By left mouse button double clicking on this pin you can remove all connections from it.

  7. Connection line. Represents a connection between a source and a destination channel. When connected, the lines are grey. When being dragged, the lines are blue. When being dragged far enough to be released and connected, the lines are green. When about to being removed/overwritten, the lines are red.

  8. Destination input pins. left mouse button click and drag from this pin to a source output pin to map these channels to each other. By left mouse button double clicking on this pin you can remove all connections from it.

  9. Destination channels labels. Shows the names of the destination channels.

  10. plus icon Add Render Pass: Clicking this will open a dropdown menu where you can search for a render pass to add to the list of render passes to be exported.