Render passes keep depth, normals, color, and lighting separate before they are combined into the final image. The Compositor can combine only the information a shot needs.
Also known as: Render PassesView Layer Passesuse_pass_normal
···
bpy — this entry
# 색이 다른 세 물체의 Combined 결과와 표면 방향을 담은 Normal 패스를 나란히 보여 준다.
reset('EEVEE', samples=24)
camera((6, -8, 5), target=(0, 0, 0.9), lens=55)
floor()
studio()
bpy.ops.mesh.primitive_monkey_add(location=(-1.35, 0, 0.9))
head = bpy.context.object
paint(head, material('Coral head', CORAL, roughness=0.36))
bpy.ops.mesh.primitive_cube_add(size=1.25, location=(0.45, 0.35, 0.63))
cube = bpy.context.object
paint(cube, material('Lime cube', LIME, roughness=0.58))
bpy.ops.mesh.primitive_torus_add(major_radius=0.55, minor_radius=0.2, location=(1.6, 0.45, 0.72), rotation=(math.radians(58), 0, math.radians(22)))
torus = bpy.context.object
paint(torus, material('Sky torus', SKY, roughness=0.22, metallic=0.25))
frame(head, cube, torus, margin=1.25)
sc = bpy.context.scene
view_layer = bpy.context.view_layer
view_layer.use_pass_normal = True
sc.render.use_compositing = False
shoot('combined')
tree = bpy.data.node_groups.new('Normal pass output', 'CompositorNodeTree')
tree.interface.new_socket(name='Image', in_out='OUTPUT', socket_type='NodeSocketColor')
render_layers = tree.nodes.new('CompositorNodeRLayers')
output = tree.nodes.new('NodeGroupOutput')
tree.links.new(render_layers.outputs['Normal'], output.inputs['Image'])
sc.compositing_node_group = tree
sc.render.use_compositing = True
shoot('normal')
Full script — runs as-is in Blender 5.1.1
# render-passes — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python render-passes.py -- <출력 폴더>
SLUG = 'render-passes'
# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector
# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)
# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}
def srgb(c, alpha=1.0):
lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)
def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
"""빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
bpy.ops.wm.read_factory_settings(use_empty=True)
sc = bpy.context.scene
sc.render.engine = ENGINES[engine]
sc.render.resolution_x, sc.render.resolution_y = size
sc.render.resolution_percentage = 100
sc.render.image_settings.file_format = 'WEBP'
sc.render.image_settings.quality = 82
sc.world = bpy.data.worlds.new('World')
world_color(BACKDROP)
if engine == 'WORKBENCH':
sh = sc.display.shading
sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
sh.show_shadows, sh.shadow_intensity = True, 0.35
sh.show_cavity = True
sc.display.render_aa = '16'
sc.view_settings.view_transform = 'Standard' # 재질 색을 그대로 보여 준다
elif engine == 'EEVEE':
sc.eevee.taa_render_samples = samples
else:
sc.cycles.samples = samples
sc.cycles.use_denoising = True
return sc
def world_color(color, strength=1.0):
"""배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
w = bpy.context.scene.world
w.color = srgb(color)[:3]
bg = w.node_tree.nodes.get('Background') if w.node_tree else None
if bg:
bg.inputs['Color'].default_value = srgb(color)
bg.inputs['Strength'].default_value = strength
return w
def hdri(name='studio', strength=1.0, show=False):
"""블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
nt = bpy.context.scene.world.node_tree
nodes, links = nt.nodes, nt.links
env = nodes.new('ShaderNodeTexEnvironment')
env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
bg = nodes['Background']
bg.inputs['Strength'].default_value = strength
links.new(env.outputs['Color'], bg.inputs['Color'])
if not show:
flat = nodes.new('ShaderNodeBackground')
flat.inputs['Color'].default_value = srgb(BACKDROP)
ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
links.new(bg.outputs['Background'], mix.inputs[1])
links.new(flat.outputs['Background'], mix.inputs[2])
links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
return env
def look_at(obj, target):
obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()
def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
bpy.context.scene.collection.objects.link(cam)
cam.location = location
look_at(cam, target)
cam.data.lens = lens
bpy.context.scene.camera = cam
return cam
def frame(*objs, margin=1.15):
"""카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
sc = bpy.context.scene
dg = bpy.context.evaluated_depsgraph_get()
pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
mid = sum(pts, Vector()) / len(pts)
coords = [c for p in pts for c in (mid + (p - mid) * margin)]
loc, _scale = sc.camera.camera_fit_coords(dg, coords)
sc.camera.location = loc
return sc.camera
def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
"""kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
data = bpy.data.lights.new(kind.title(), kind)
data.energy, data.color = energy, color
if kind == 'AREA':
data.size = size
obj = bpy.data.objects.new(data.name, data)
bpy.context.scene.collection.objects.link(obj)
obj.location = location
look_at(obj, target)
return obj
def studio(key=700, fill=200, rim=450):
"""기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
return [light('AREA', (5, -4, 6), energy=key, size=4),
light('AREA', (-6, -3, 3), energy=fill, size=5),
light('AREA', (0, 6, 5), energy=rim, size=3)]
def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
"""원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
mat = bpy.data.materials.new(name)
mat.diffuse_color = srgb(color) # Workbench 가 보는 색
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = srgb(color)
bsdf.inputs['Roughness'].default_value = roughness
bsdf.inputs['Metallic'].default_value = metallic
for key, value in inputs.items():
bsdf.inputs[key.replace('_', ' ')].default_value = value
return mat
def paint(obj, mat):
obj.data.materials.clear()
obj.data.materials.append(mat)
return obj
def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
"""바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
import bmesh
back = size / 2
steps = 12
profile = [(-back, 0.0)] # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
for i in range(steps + 1):
a = (math.pi / 2) * i / steps
profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
profile.append((back, wall))
bm = bmesh.new()
left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
right = [bm.verts.new((back, y, z + h)) for y, h in profile]
for i in range(len(profile) - 1):
bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
me = bpy.data.meshes.new('Floor')
bm.to_mesh(me)
bm.free()
obj = bpy.data.objects.new('Floor', me)
bpy.context.scene.collection.objects.link(obj)
for poly in me.polygons:
poly.use_smooth = True
return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))
def edges(obj, thickness=0.012, color=INK):
"""메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
dg = bpy.context.evaluated_depsgraph_get()
wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
bpy.context.scene.collection.objects.link(wire)
wire.matrix_world = obj.matrix_world.copy()
mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
mod.thickness, mod.use_even_offset = thickness, True
return paint(wire, material(obj.name + '.edges', color, roughness=0.8))
def shoot(name):
"""지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
sc = bpy.context.scene
sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
bpy.ops.render.render(write_still=True)
return sc.render.filepath
# ── 이 항목 ──
# 색이 다른 세 물체의 Combined 결과와 표면 방향을 담은 Normal 패스를 나란히 보여 준다.
reset('EEVEE', samples=24)
camera((6, -8, 5), target=(0, 0, 0.9), lens=55)
floor()
studio()
bpy.ops.mesh.primitive_monkey_add(location=(-1.35, 0, 0.9))
head = bpy.context.object
paint(head, material('Coral head', CORAL, roughness=0.36))
bpy.ops.mesh.primitive_cube_add(size=1.25, location=(0.45, 0.35, 0.63))
cube = bpy.context.object
paint(cube, material('Lime cube', LIME, roughness=0.58))
bpy.ops.mesh.primitive_torus_add(major_radius=0.55, minor_radius=0.2, location=(1.6, 0.45, 0.72), rotation=(math.radians(58), 0, math.radians(22)))
torus = bpy.context.object
paint(torus, material('Sky torus', SKY, roughness=0.22, metallic=0.25))
frame(head, cube, torus, margin=1.25)
sc = bpy.context.scene
view_layer = bpy.context.view_layer
view_layer.use_pass_normal = True
sc.render.use_compositing = False
shoot('combined')
tree = bpy.data.node_groups.new('Normal pass output', 'CompositorNodeTree')
tree.interface.new_socket(name='Image', in_out='OUTPUT', socket_type='NodeSocketColor')
render_layers = tree.nodes.new('CompositorNodeRLayers')
output = tree.nodes.new('NodeGroupOutput')
tree.links.new(render_layers.outputs['Normal'], output.inputs['Image'])
sc.compositing_node_group = tree
sc.render.use_compositing = True
shoot('normal')
Think of a finished image saved as separate layers for color, shadows, and depth. Each pass is an image extracted from the same render. Enable the needed items at View Layer Properties ▸ Passes, then read them from a Render Layers node in the Compositor.
In Python, enable view_layer.use_pass_normal = True. The Combined shot sets scene.render.use_compositing = False and bypasses the Compositor; the next shot connects Render Layers' Normal output to the compositor group output. Enable depth with view_layer.use_pass_z.
Enable a pass before using it; only then does its output socket appear. Pass availability and meaning vary by engine. Depth is a distance from the camera to a surface, so connecting it directly to an image can turn most values white. In the demo, differently oriented objects show material and lighting in Combined, then surface directions as RGB colors in Normal.
When to use
Use passes when color, shadows, or depth need separate adjustment after rendering. Enable only the passes a single-image workflow needs.