Render Passes look very noisy

Hey All,

I’m trying to export different render passes from Blender so that our compositor can put them together in AE and they look terrible. Everything is noisy, the Depth Pass, the object and materials passes… etc. He wants these passes to use as mattes for compositing, however, the edges are so noisy that they are unusable. I’ve tried increasing the Sample setting in the scene tab, but that doesn’t seem to have much effect. I know I can render out each item on a separate layer entirely, and by fiddling around with the mask layers, still get everything to work properly… But, this is for a car in a big scene so it would be a lot of work to break everything out into separate layers. If the render passes came out cleanly it would be an enormous time saver.

I’d really appreciate any suggestions from the community

Thanks everyone

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Things like object, depth, material id passes shouldn’t be affected by number of samples.

Are you actually going to show us what you see and what are you expecting to see ?

Are you expecting anti aliased edges as I don’t believe these passes are.

Edit:
From the blender manual:

The Z, Object Index and Material Index passes are not anti-aliased.

Hey Richard,

Thank you for getting back to me so quickly. Yes, I suppose what I’m seeing could be described as aliasing. In order to use the render passes as mattes in compositing programs, the lines need to be clean so that the mattes fit perfectly on the different objects. Do you know if Blender plans to make those passes anti-aliased in the future? I think that would really help Blender work with other programs. Is there any way to make them anti-aliased?

Thanks again for responding so quickly.

-Matthew

How do you antialias a Z depth pass? It is the distance from camera, now on the edge of 2 objects, say at distances 5 and 10… does that mean the zdepth pass should be 7.5? as it is halfway between the two?

If you really need anti aliased edges
Render at a higher resolution and then downsample the results
Also http://blender.stackexchange.com/questions/52992/looking-for-a-usable-solution-for-z-pass-aliasing

Haha very funny - that would kill us on render time, plus the guy on stack exchange says it makes the image darker and much more noisy. Why are those object/ material passes even given as options if their not really usable? Can blender’s compositor use that pass information to make changes based on the object ID without the edges looking crappy? If so, how does it do that, maybe there is a way to use that information to render clean passes.

Thanks again,

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