Eevee Render Layers workoroud

Due to the lack of Render Layers (please do not quote Pablo’s bullshit) I desperately crated a simple and dirty workoroud for Eevee. I attach simple scene - perhaps some will find it useful. There are two View Layers: objects and mask (duplicated object with BW materials).

I updated 28_RenderLayersMask2.blend file - now ‘mask’ objects shares meshes with main objects.

28_RenderLayersMask.blend (1.7 MB)
28_RenderLayersMask2.blend (1.7 MB)

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Wow you must be really opressed on your current (needing render layers) project, to boldly state…well…swearing…
(not my biz).

So, question, why aren’t you using cryptomatte again?

Cryptomatte does not work with Eevee yet (as far as I know).

Yes I was a bit opressed because I had a project almost ready (animation). I had to make a color correction to one big object on the scene. I remembered information that there is ‘Render Layers’ repalcement in 2.8 but it turned out to be nonsense.

oh you needed this on eevee. That’s why.
Yes, local matcaps would´ve been a quicker solution. That runs on eevee.
masking is such pain now…I get you.
Cheers.

I DO find this useful!

Can you go into a little more detail on local matcaps? I can’t seem to find any documentation on it.

Hum, you’re talking about render Passes , like ID masks, Criptomatte , UV pass ect…

RenderLayers are available and you use them to make 2 layers in your scene.
They just have been renamed to viewlayers.

this is good and easy to understand. Is there way to get only reflection ?