For each item in the Render Layers List, you can refine the parameters using the Outputs tab.
Select a primary output type. Render Passes options change based on the primary output type.
Select which camera or stereo rig to assign to the render layer.
Select a render mode. Selecting the Stereo mode and a stereo camera results in left and right clips when processed. Selecting Stereo mode and any monoscopic camera results in two identical clips. Selecting Left, Right, or Mono results in a single output, regardless of the camera selected.
In the Output Selections List, the primary output is indicated, such as Matte (Primary). You can add as many other render passes to an output as you want. Simply click the dot to the left of the pass name (a coloured dot indicates that a render pass is enabled for the selected render layer).
The following render passes are available in Action. Some settings may be different depending on the selected render pass:
Renders selected objects in the scene with their parameters.
Renders the matte of the selected objects in the scene.
Renders 3D absolute motion vectors in world space.
Renders the diffuse colour of selected objects in the scene.
Renders a grayscale output that is dark in areas that light cannot reach and bright in areas where it can. Specific AO settings can be found in the Ambient Occlusion tab.
Renders the Action background from the Media list.
Renders the colours of selected objects in the scene.
Renders the GMask transparency. Equivalent to selecting GMask Only in the Use GMask box of a Matte render pass.
Renders just the lens flares and rays in the Action scene. There is also an option to include lens flares and rays in a Comp render pass.
Available as a primary output type, but not as a render pass. Renders the matte of the media specified in the Media field.
Renders 2D motion vector information.
Renders the normals of selected objects in the scene.
Renders a map where each fragment contains the information of the object rendered into it. A different ObjectID is produced for each schematic path ending at a renderable object or an object group. For example, a Replica node generates only one ObjectID for all its instances.
Renders a GMask occluder when attached to a post-processing effect, such as a lens flare.
Renders world absolute pixel coordinates of a scene or a selection of objects.
Renders the reflection map settings of selected objects in the scene.
Renders the roughness in a physically-based rendering (PBR) shader.
Renders a white image with greyscale regions that represent the shadow cast coverage.
Renders the specular map settings of selected objects in the scene.
Renders the UV map settings of selected objects in the scene.
Renders the Z-depth of selected objects in the scene.
Render pass to be used with Matchbox shaders. Renders a 32-bit Z-depth output encoded into a 16-bit buffer.
Depending on the output selection, some of the following settings may appear:
Select the type of shadow cast to output for a Comp or Shadows render pass.
Displays the value at which the alpha is included in the depth of the output.
Select whether to render the scene over a background or over a colour you choose using the colour picker.
Displays the colour that the comp is rendered over. Editable.
Enable to include lens flares and rays in a Comp render pass.
Enable to process a Comp output with the ambient occlusion (AO) effect. Other AO settings appear in the Ambient Occlusion tab.
Select whether the object's matte is rendered on top of a black (default) or white background. In GMask Tracer node, you also have Input as an option. Select Input to set the Media Front and Matte as the Background for both the Comp and Matte outputs respectively.
Select whether to use the garbage mask transparency or render the GMask colour. Available for Matte render passes.
Select whether to use a master blend option (Override) or to use the blend set in the Blending Mode box (Keep Blend). Available for Matte render passes.
Select an option to determine the blending mode of the mask when it overlaps with another mask. Available for Matte render passes when Override is selected in the Blending box.
Displays the bit depth of the selected output type, 16-bit floating point by default. Enable Batch Prefs > Rendering > Action Precision > 32-bit Graphics to output 32-bit floating point data. Non-editable.
Select an option to determine the direction of the motion. Select Average to produce a mix between previous and next frame. Available for 3D Motion and Motion Vector render passes.
Enable to set the direction of the vectors to backwards. Available for 3D Motion and Motion Vector render passes.
Select whether the vector data is absolute or normalized. Available for Motion Vector render passes.
Enable to display GMasks connected to the current camera. In this case, GMasks do not interact with the scene, and are only used in the post-processing pipeline. Available for GMask render passes.
Select which light to include in a shadow render pass.
Displays the amount of smoothing in a shadow render pass. Editable.
Displays the maximum amount of Z depth information to take into account for smoothing a shadow render pass. Editable.
Displays the number that corresponds to the media in the Media list for a Media Matte output. Editable.
Enable to preserve the 32-bit references in the ObjectID map throughout the Action processing pipeline. Enabled when the Rendering setting 32-bit Graphics is enabled.