Would it be possible to add a checkbox in a future version to also save the noisy version as well? I know I can add it manually to the compositor, but if we're here! Personally I like to save a fallback noisy version as well in case there's some wonkyness that I can fix up elsewhere without rerendering.. Not sure if it would be better to save the noisy/denoising passes as a separate file or as extra layers in the colour and data files... At least if they were separate files, and you found that you didn't need to fall back to the noisy version, the noisy files could be deleted.
@@BlenderBob Sorry I'm not sure that I follow you. I understand that by checking the "Denoise" checkbox under Render Manager adds the nodes for denoising the other passes and saving them in the Colour and Data files, what I'm talking about is simultaneously saving the denoised and the noisy versions. Do you mean that the noisy versions are already saved in the standard Blender output file?
This looks great, this will be useful for sure! I'm missing a feature when rendering. Is it possible to add a material override per collection? For instance, for a render layer, I would love to apply another shader on all the objects within a collection. XSI enabled us to get an override per collection and that was amazing. It could be shader override and parameter override, like no Camera ray for all that collection.
What we do here is just repackaging what is already in blender to make it more user friendly but we don’t add new features. What you ask ha to be made by the devs. Sorry
@@BlenderBob Oh wow, must have missed that! I'll look it up. Thanks for all you do. I hope I'll find a way to contribute to the creative community in the way you do to return the favor.
Thanks for sharing this, I always thought blender is lacking quite a bit in this department. I feel that at the moment however it's a bit limited in terms of different workflows. It feels like it's good if you follow the output structure you have, but it would be nice to have more control on how to setup the output folder/naming structure.
Hey Thank you for the addon. I really like that you add denoise option cause till now there was no automatic way to do it and it was so time consuming connecting all denoisse in compositing and Y up nodes is good too. Again Thank you 💙
@@BlenderBob Ok it works very well. it's me in the shuffle I placed on alpha by examining the passes, then I chose Diffuse but I didn't notice that the RGB channels didn't reconnect alone in the Shuffle and I had to reconnect them manually I hope I explain myself well? on the other hand if I don't rename "image" by "RGBA" in the "output color pass" in Blender. back under Nuke in comp I lose the alpha to use "copy" if not everything is perfect thank you for your cool work!
Would it be possible to select objects to be in the layer from the 3D viewport? I can imagine being able to box select a group of objects in a large scene and then defining them into a layer would be handy.
There was a problem a long time ago with cryptomatte but that has been fixed many years ago. I use blender files all the time, for years, in Nuke without any issues.
this is my render setup for almost every project. but cool version. I liked it. I liked the combined and denoised passes switch. I think blender has to include render settings like this. because unfortinately blender compositor is terrible. most people need to render out like this for external compositor for example nuke ae ext.
Looks very promising. Thanks! Blender really needs an layer and override system like in Maya where almost everything can be override per layer.
Demain j’ajoute le layer shader override
AWESOME! Finally, this is such an important and NEEDED feature! Thank you for putting in the time to make this happen!
nice stuff. May need this in the future. Im still rocking your overscan add on and it's such a life-saver
This would have been super useful last week! Very helpful add-on
tinkerboi made Action Commander and that add-on is friggin sweet, I see the similarities with the instant switching, this will be really cool!
hell yeah
This looks super useful! Will check it out. Thank you for the great work!
amazing addon! thanks for sharing
Amazing and super generous of you to provide this add-on for free. Thanks Robert!
Nice !!! Good work !!!
genius
Wow! Amazing tool! Thank you! By the way, you don't mention the samples by layers, very useful as you have it configured.
I added it after making the clip. Beta version.
Would it be possible to add a checkbox in a future version to also save the noisy version as well? I know I can add it manually to the compositor, but if we're here! Personally I like to save a fallback noisy version as well in case there's some wonkyness that I can fix up elsewhere without rerendering..
Not sure if it would be better to save the noisy/denoising passes as a separate file or as extra layers in the colour and data files... At least if they were separate files, and you found that you didn't need to fall back to the noisy version, the noisy files could be deleted.
If it’s checked in it will be added. It adds everything as needed
@@BlenderBob Sorry I'm not sure that I follow you. I understand that by checking the "Denoise" checkbox under Render Manager adds the nodes for denoising the other passes and saving them in the Colour and Data files, what I'm talking about is simultaneously saving the denoised and the noisy versions. Do you mean that the noisy versions are already saved in the standard Blender output file?
0:34 Is that the Blender version of The Human Centipede?
Very very useful. Great Job!!!. I use DaVinci for compositing and it works perfectly. THKS a lot
Pretty epic. Will definitely give it a try. Thanks for sharing!!
very nice plugin
Great job Bob, as the steps for making render layers and passes are kinda hard for begenners this makes it easy ganna try it
This looks great, this will be useful for sure!
I'm missing a feature when rendering.
Is it possible to add a material override per collection? For instance, for a render layer, I would love to apply another shader on all the objects within a collection.
XSI enabled us to get an override per collection and that was amazing.
It could be shader override and parameter override, like no Camera ray for all that collection.
What we do here is just repackaging what is already in blender to make it more user friendly but we don’t add new features. What you ask ha to be made by the devs. Sorry
have you tried geo nodes, can you put in the collection and assign material in the geo node
Thanks that s such a good idea. Would work for parameter like camera ray but great for shader override @@RolandJVyens
Wow Super Merci !!!
As with everything you share with the community, this looks amazing! (I'm still hoping you release your geometry nodes solution for dynamic hair.)
The hair system has always been available. It’s an addon made by Munorr. Didn’t I do a BB clip about it?
@@BlenderBob Oh wow, must have missed that! I'll look it up. Thanks for all you do. I hope I'll find a way to contribute to the creative community in the way you do to return the favor.
Thanks for sharing this, I always thought blender is lacking quite a bit in this department. I feel that at the moment however it's a bit limited in terms of different workflows. It feels like it's good if you follow the output structure you have, but it would be nice to have more control on how to setup the output folder/naming structure.
Hey Thank you for the addon. I really like that you add denoise option cause till now there was no automatic way to do it and it was so time consuming connecting all denoisse in compositing and Y up nodes is good too.
Again Thank you 💙
in the output color pass there is an "Image" pass, shouldn't it be named "rgba" to be recognized in nuke?
Good call. Then again if you use passes you will need a shuffle node anyway
@@BlenderBob Ok it works very well. it's me in the shuffle I placed on alpha by examining the passes, then I chose Diffuse
but I didn't notice that the RGB channels didn't reconnect alone in the Shuffle and I had to reconnect them manually
I hope I explain myself well?
on the other hand if I don't rename "image" by "RGBA" in the "output color pass" in Blender. back under Nuke in comp I lose the alpha to use "copy"
if not everything is perfect thank you for your cool work!
damn this is so time saving
Would it be possible to select objects to be in the layer from the 3D viewport? I can imagine being able to box select a group of objects in a large scene and then defining them into a layer would be handy.
I’m working on a collection editor. Not exactly what you want though
great tool
What version of Blender is this for I am running 4.2LTS and I am having no luck installing it?
4.0 and more. What is the issue?
thank you
Thanks . Does it work for Renderman for Blender ?
Some features won’t work like combine diff glossy trans. The rest should work. Give it a try. It’s free after all
@@BlenderBob Thanks and best wishes for your carrer.
I saw some RUclips videos talking about how you need to rename the layers so that they work with nuke.
Is that something this addon can do for me?
There was a problem a long time ago with cryptomatte but that has been fixed many years ago. I use blender files all the time, for years, in Nuke without any issues.
Looks like the render layer manager I've seen before but with added functionality. Why is normal pass separated? Is that in different file format?
What do you mean by different format? Both color and data are in EXR. But color is 16 bits while data is 32
@BlenderBob different file format. Aha do that is the reason
Very Cool! Please add a rendering queue. Or tell me how to implement something similar. Like MediaEnsoder for After Effects. Thank you
there's an addon called render+ that let's you do batch rendering from scenes or cameras for example. works great for me!
There’s already a render farm manager from Blender for that.
@ Hi Blenderbob, can you give us the link please?
@@lukazvdsearch for blender flamenco as links can’t be shared in the comments
Hey, this is cool! I'd like to try it out. How can I submit my application?
Ah, i see. You put the link under the video.
Just get it. The link is in the description
I am happy to be the first one.
I am ready to pay money for this...i know it's free, but I totally would
Then please make a donation to the Blender foundation :-)
Amazing Bob! Thank you so much. I would pay money for this, if you have a tip jar.
I don’t do it for the money. I do it for the community
Hey bob, where is tiki.
I wish I could tell you
SUBBBEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED TO boB the builder
this is my render setup for almost every project. but cool version. I liked it. I liked the combined and denoised passes switch. I think blender has to include render settings like this. because unfortinately blender compositor is terrible. most people need to render out like this for external compositor for example nuke ae ext.