I use that feature sometimes in other render engines and it can be live saver.
So in V-Ray for example you can check a compute all masks true, to have AOVs and other channels pass trough a transparent shader.
For example your camera looks into a room, but part of the view is blocked by a glass wall. You however want to have Depth and AOVs to ignore the glass shader, or simple go through.
In V-Ray its a raytrace feature, that takes a while, but in other render engines, you can also set a shader to be totally ignored by passes and AOVs. So for example the glass window can simple be ignored in a depth output etc.
Maybe someone knows a work around, but I haven’t found a lightpath for AOVs.
I haven’t seen any attempts or promises to fix that bug, Probably a resources problem.
Blender actually has the same problem with environment output and shadow catching.
So, when ever aov need to support for transparency in shader or object masks, you have to use crypto mask for that. The downpoint is that you get larger file output and more work extracting masks for multiple shaders.
Well, look, I already have a ready-made scene and all the AOV shaders I need, (planes) which in compositing are configured as blur objects and blur everything behind these planes, the only problem is that I have glass in the foreground and it destroys all the work done because there is simply no blur. Can you give me a simple tip what I need to do with this glass?
Or maybe a link to some source where there is a similar problem and solutions
AOV doesn’t support transparency of the shader,
What you describe is another shader in front, with either transparency or refraction (raytraced).
While the first is nit working with AOV, the second is different, Raytracing only supports the alpha channel if you enabled that in the render. It doesn’t support any other channel getting through. This only works in a few render, like Vray, but costs a lot performance.
In you case you should probably use viewlayers, which is Blender pass system. There you can split up you scene into passes, that get alpha hold out masks. So they can be layered later separately in compositing
You won’t believe it, but after thinking about it, I still came up with a solution that satisfied me)) I saved the AOV shader masks of the blur planes WITHOUT rendering the glass just into PNG images, after which I performed renedering along with the glass that overlaps and extinguishes all the plane masks for me and just replaced the outputs instead of the overlapped AOV from Render Layers with ordinary PNG images with whole masks)) Yes, if you have a lot of refraction, detail and dirt on the glass, then the blur effect on top of the glass may be noticeable, but in my case it turned out quite well)
It just turned out to be much faster and easier for me than rendering everything on layers of a fairly large scene with a lot of light sources, and by the way about that. Do you know a way for me to render my objects individually in the scene by layers while maintaining the current lighting when all objects are in the scene at once? That is, for example, there is a chair in the house, there is its own lighting, as well as partial lighting that falls through the window from the world, what should I do? If I render one chair as a layer, it will be very light due to the fact that direct light from the world and light sources from the house will fall on it, I can’t remove the light of the world either, since it gets on the chair in a small dose of window panes, but the main blow falls on the house itself, I think you understand what I mean is, how do I render a layer with one chair so that the lighting looks like it’s standing inside the house and not without it