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  • Published 16 Dec 2019

World Position Pass

It would be great to include a 'World Position Pass' with the default set of passes blender already offers. Because, currently blender outputs a high dynamic range depth pass that we can use to add fog, depth of field and do some selective color correction.

But, this pass works relative to the camera and is not very flexible in many scenarios. Lets say, we wanna add a layer of dust just close to the ground in compositing, but our camera looks at an oblique angle at the ground. There's no way we can do this with the depth pass. But, if we have a World Position Pass, we could just seperate the RGB values, and use the channel that corresponds to the Z axis, and simply use a color ramp to composite fog or dust just close to the ground.

If you need a world position pass out of blender, currently you have to apply an emission material with color input as 'Position' from the Geometry node and apply this material to every object in the scene and render out the pass seperately, which is a little bit of extra work.

So it would be nice to include a 'World Position Pass' by default with the render outputs.

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94.4%

Development Status: Done

Upvote 17 Downvote 1
salaivv
16 Dec 2019

10 Comments

arturo.leone

in cycles you could override the material for the entire viewlayer in the ViewLayer/Override panel and avoid to replace the material(s) to every object (but yes it would be a nice addition to the standard passes)

4
Josephbburg

Custom AOV support in Blender 2.82 means that this is now possible - you should lable this as "Done"

1
salaivv Author

* @Josephbburg * Done. 👍

1
Josephbburg

I'm all for new passes, or the option to add custom passes, but what I want more is deep compositing.

1
alanwilliamrobinson

* @Josephbburg * This right here. There are papers on the OpenEXR website with the math for handling Deep and even for saving it. Hell, I would settle for just having support for Deep Output.

2
Gluke

Unfortunately I don't think it's properly done, it doesn't take in account the transparency. It should be part of the defaults passes like the depth.

beaug

This is still not done, from my experience you need to use an override and have zero filtering, meaning you would need another scene or render this pass separately after the main render if you want accurate results.

salaivv Author

* @Beau Gerbrands * Yes. I am still doing it that way. The custom shader AOVs aren't helpful at all either. It would be helpful to have a custom AOVs that work on all objects in the scene. I find it not useful at all in its's current state.

avalasoftstudio

Hello everybody! How can we make some kind of custom AOV pass? For example "world position pass"? That pass as you already now is very powerfull for relighting and further compositing.

tstanimation13

this would be awesome - how is the dev status of that as a default pass?