Generates specialized output layers that you can use in post-processing software. Render Layers, which uses Iray’s compositing elements, provides very fast performance by rendering simultaneously rather than sequentially.
The rendered layers created by Render Layers align closely with industry standard render passes known as Arbitrary Output Variables (AOVs).
Limitation: Render Layers does not work with Toon. If Toon is enabled in Camera, the rendered layers are not displayed in the viewport and are not available for final renders in Output Tools.
Different render modes (Preview, Fast, Accurate) support different sets of layers to render.
Select layers to render:
Layer |
Preview |
Fast |
Accurate |
Description |
Beauty |
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Contains the rendered image with all contributions. |
Alpha |
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Contains the alpha channel (transparency) based on primary visibility. |
Depth |
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Contains the depth of the hit point along the (negative) Z-coordinate in camera space. The depth is zero at the camera position (black) and extends in a positive direction into the scene (brighter, white). |
Normal |
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Contains the surface shading normal in camera space. |
UVWs |
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Contains the texture (or UVW) coordinate at the hit point. |
Clown |
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Contains the ID for the scene element at the hit point. |
Diffuse |
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Contains all light transport paths that are diffuse at the first bounce. |
Specular |
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Contains all light transport paths that are specular at the first bounce. |
Glossy |
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Contains all light transport paths that are glossy at the first bounce. |
Emission |
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Contains the emission contribution from directly visible light sources and emitting surfaces. |
Shadow |
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Contains the shadow in the scene. More precisely, the layer contains the light contributions that are missing at a certain point because it is blocked by an object (the shadow caster). |
Ambient Occlusion |
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Contains the ambient occlusion in the scene in the range from 0 (fully occluded) to 1 (not occluded). |
Albedo |
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Contains approximate color weights for the constituent bidirectional scattering distribution functions (BSDFs) of the material at the first hit. This value generally reflects textures (bitmap and procedural) used to color material components. |
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