Custom Render layers
It would be extremely helpful to be able to set up render layers with alpha channel for each Model, model sub component and material. This makes post work in PS much quicker and precise. Re-rendering also is much quicker if a layer can be swapped out - rather than a full re-render of the scene.
Great suggestion and something we’re interested in supporting. :)
Fabian Hayes commented
Saving a PSD after the render process adds standardized layers in the PSD. DOF, Material etc. ...
Why not making it possible to adjust what kind of layers I need. It might be possible that there are much more layers that might be interesting for users.
Having the ability to render out separate passes and work with different render modes.
You could have several render modes (just for example):
1) Simple mode (default): Just the basic mode like how it is now, no deep control and a pleasant image right out of the box. So still simple for designers with no 3d experience.
2) Advanced mode: Control over what passes you do and do not want to include in the render (passes could be rendered to separate files or into a layered psd). It would also be possible to only render one pass. For me having just a wireframe on a transparent background or just an ambient occlusion pass (and nothing else) can be really helpful to integrate into design's and not just for a product render.
The ability to save all objects into their own photoshop layer.
Awesome, thanks for the additional details on your workflows. We're working on implementing a first pass (hah) of render passes which will probably include object and material ID passes with selections made through Photoshop but I definitely see the benefit of the workflow you mentioned, David. I've used that process a few times myself, especially when working with things like hair that aren't easy to recreate the selections in Photoshop. The goal is definitely to support both of these eventually.
Terry Schmidbauer commented
I'm mostly rendering in Keyshot where they render what they call a clownpass (yeah, a material ID) Basically it renders each material as a random flat color to a single file. From that you can create selections and float your items in separate layers.
It would be much better if you could automatically separate materials into separate layers and create a layered PS file.
Or you could base the layers on separate objects from an FBX file and float each object in a separate later. Substance Painter does something similar to this to create ID maps for masks.
David Nikel commented
Material ID pass is one way.. Object ID render pass is another way to separate things out. Object ID utilizes the Geometry nodes to create a pass that is very much like the material ID.
Both of these require the users to select the items in Photoshop and manually create layers.
My preference is to render separate layers with Alpha channels for each item from within the rendering software. This requires setting up layers based on the Geometry nodes, or materials in the render software prior to the raytracing. The resulting output is very clean with each item fitting perfectly together in Post processing software like PhotoShop.
I consider this method is superior to material ID/object ID render Passes, because it does not rely on selections in Photoshop, which tend to leave gaps unless the user manually adjusts the PS selection to compensate for potential gaps.
How do you set it up so that the objects are separated? Do you render out more of a material ID pass and then make selections from the ID pass (material ID pass, light pass, reflection pass)?
Terry Schmidbauer commented
I agree with the original poster. I create renders for product designers and they require all the major parts of my renders to be in separate layers so they can edit as needed without having to re-render. I separate the shadows, the labels, the glass and the caps all into different layers in Photoshop. Should be easy-peasy for you guys!
I realize that PF is focused on being a compositing tool but without the ability of separating different materials into different layers, it's just not a professional tool.
As an example, all of these renders were produced in seperate layers and the final edits were done in PS: terryschmidbauer.com