The cube has a blue material for which I’ve set the pass index to 1 (in the Material tab/Settings). The sphere has a yellow metal material with a pass index of 2. I’ve enable MaterialID in the RenderLayers tab. I’ve also enable the Diffuse Direct/Indirect/Color and Glossy Direct/Indirect/Color passes in the RenderLayers tab. You cant do this per material, but you can use the MaterialIDs to separate them in the compositor
In the compositor currently the GlossyDirect pass goes to a HSL node, with an IDMask set to 2 (the sphere’s material ID) used as fac input so any adjustments will only affect the sphere.
Alternatively render the image as OpenEXR Mulitlayer and open it in image editing software. When I did this there’s a little dropdown under the file type that says codec and I changed it from zip to none. I don’t know if this is necessary but I could open the resulting file in Krita as a layered image.
Interesting, thanks for that. I will have a look. Anyway opened the Compositor yesterday for the first time (noob with Blender). The intel denoiser node did a great job in that.
Would it be possible to catch the passes in the shader editor directly with material nodes?. I understand the node setup for catching individual Lightpasses (e.g. “is direct pass 0”, “is camera pass” etc. but I am struggling in setting up a logic like “is diffuse indirect but not reflection”.