Showing posts with label Blender School. Show all posts
Showing posts with label Blender School. Show all posts

Monday, 20 April 2026

Blender School: Rendering shots using layers

 Blender supports the use of View Layers, in which a shot is rendered in multiple passes, with only selective elements sent to the render engine. Each layer renders with the background set to transparent, so that each layer can be recombined in the compositor.

Why use Render Layers?

Very large scenes quickly exhaust your system's resources, causing render times to be longer, and if an element needs to be redone, you have to render everything again. Using view layers, you do a shot in a number of separate renders. If one of the elements contains an error, you only need to re-render that individual element.

Is it hard to do?

Apparently, not. Let's see!

1.  Organise!

Ensure that the elements that you want to render in separate layers are organised into collections, as this makes it easier to mark which elements are visible in each view layer.


Important: Enable the Indirect Only flag in Outliner. For layers that generate emission, such as True-Sky, you will need the lighting from these elements to be sent to the render engine without the background elements, such as sky and clouds.

2. Create your View Layers

Render

Important: For the default combined view Render Layer "ViewLayer", go to its Layer panel and turn off Use for Rendering. If you don't, it will result in a render layer that you won't be using in the compositor. It's worth keeping, as you can use this view layer to make scene changes without affecting the other view layers.


Use for Render - turned off for the ViewLayer 


For an example landscape scene, I've broken the layers down as follows:

Sky - Clouds and Sky
Background - Most distant terrain elements
Midground - terrain between the distant background elements and the foreground
Foreground - The terrain at the front of the scene

The ordering indicates how the layers will be stacked in the compositor. If you get it wrong, you'll get very odd results, as elements that should be occluded will be visible—like background mountains appearing over the foreground elements.

Note that Render layer ordering isn't critical; it's how these layers are ordered in the compositor that counts.

In each of your layers, ensure:
  • Only the collections you want to render are enabled.
  • Go to Film in the render settings and enable Transparent. This ensures that no scene background is rendered in each layer, so anything behind them remains visible in the compositor.
  • Ensure staging elements such as lighting, cameras, etc., are included in each layer. 
3. Set up the Compositor

a) Open the compositor and select View Nodes. This is automatic from Blender 5.0!
b) Create a Render Layer node for each of your render layers, select the layer name in the dropdown. This ensures that Blender includes each layer in the pipeline.
c) Create Alpha Over nodes to combine your layers, starting at the back (Sky layer, Background layer).
d) Create another Alpha Over node and combine the next set of two render layers.
e) Combine the outputs into another Alpha Over, get the ordering right so the back stuff goes into the background channel. Through this process, you should end up with an Alpha Over node that contains all scene layers; this will output to the Group Output and optionally, the Viewer.

All the layers together

When you render from the compositor, Blender renders each layer in order and builds the output according to your compositor node tree.

Viewed Separately:

Sky layer


Background Layer (White area is transparent space)


Midground


Foreground

All combined in the output



Sunday, 11 January 2026

On the seventh day...

Take a rest from those terrains, already!

Yesterday I scratched that constant itch. I made me some landscape renders using World Creator and Blender with True Terrain 5.



Horrah!!! A giant terrain under True SKY 3, with a large Geo-Scatter-based scatter! In this case, the scatter is "fake" trees. Alpha scatter uses cards (flat planes) that align with the camera to produce the impression of a vast forest. It gives me confidence about ramping up scatters in scenes.

The next test will be with proper scatter objects, probably on a much smaller terrain.


The latest batch consists of 8x8km terrains. That's big enough for a city. It's the terrain size for a moderate mountain range, as you need about 4km for a mountain.


16x16k resolution gives you a 1GB EXR displacement file and a single mask weighing in at 100+ MB. These are unwieldy and probably too large for most users. You do get lovely detailing, though.


Today?


I need to answer the question of the aerial scene, but that will wait until tomorrow. So...

Shamrayev project: I need to pick it up and move it forward. We're still doing detail modelling, fixing and optimising. I am thinking of using MatPlus, which was just updated to 1.1 for the project. 


Blender School

I need to complete some training -- I'm far behind on this! 



 A new course, purchased on sale. It includes a massive amount of build, UV unwrapping and rigging footage. It has to be a bit less instructive and more like a follow-along YouTube video, but the end results speak for themselves - some very impressive elements! I'm sure I'll learn something.



I need to complete this course by Cov Philips. I was making good progress when I purchased it. 

I will need to start this course again as it's been gathering dust since May 2024. I stopped because I kept getting Blender crashes while following the first few lessons. Hopefully, this issue will no longer apply. HardOPs is still considered the "go to" workflow for serious (seriously sci-fi) hard surface modellers.


Cableator 1.6 is out! (Docs)

Cableator is such a good tool, but I've never fully understood its feature set. I need to read and watch a full run-through. I particularly want to see how the simulation aspect works. 

There's a really good tutorial from Blender Bros, although this is now three years old!






New Car

I didn't get much Blender time over the weekend because Clara wanted help in getting a new car. This was the first time I had a signific...