I’m trying to abuse the pass system for managing elements of a game, ie: not for managing post process compositing, but rather for organizing the many simple renders directly to their own files. But the pass system does not seem streamlined for this. It seems that a complex scene might have around 50 passes or so. I will end up with nearly 1000 passes.
I was using layers, which I may have to revert to, but I like that passes allow me to render all the layers to their own filenames. Passes are almost working, just a couple issues that one of you veterans might know how to solve.
1- With so many passes, each using the same render options (camera, resolution, frame number, filetype), but each using it’s own file name, it’s a drag to have to set up each render pass’ options. Is there a way to copy the render options from one pass to the render options of another?
2- New passes put all scene lights into a ‘Background_Lights’ partition. And new lights are added to all passes’ BG_Lights partition. Some of my elements are lamps, and some are chairs. The lamp objects need point lights to lighten up shades and such, but the point lights are being added to the BG_Lights partitions of all my other furniture, disturbing their basic lighting. Is there a way to keep lights from being added to new passes? Or at least is there a way to remove certain lights from certain passes?
I’m surprised there isn’t a more automated system for managing large numbers of passes. Seems to me it would make a lot of sense to merge passes with layers by simply linking editable instances of the default_pass’ render options to each layer. The interface for layers can’t be beat.
Thanks
(I tried making passes based on layers, but it only made a single pass with many partitions that matched the layers. I have no idea how that’s useful…)