![]() The only setting that has an effect on memory usage is the exclusion toggle. These are “holdout” represented by a circle and “indirect only” represented by a bouncing arrow. There are two more settings that by default are hidden that are view layer specific. An object hidden in the 3D viewport like this is still visible in the final render. This is what we toggle with “H” and “ALT+H” in the 3D viewport. The eye icon that controls viewport display. The exclude checkbox to the left of the collection name The settings in the outliner, specific for each view layer are: To enable them, we need to go to the filter options and enable all the “restriction toggles”. Some of these settings are hidden by default. Collections and their relation to view layersĪll settings that we use to separate a scene into collections can be accessed through the outliner.Įach collection has a few settings that can be set for each view layer. Most of the magic happens with the collections. That is essentially all we need to know about the view layers for now. Imagine if you had a hundred view layers that you had to uncheck this checkbox for. The alternative would have been to check “use for rendering” for the missing layer and uncheck this setting on both the previously rendered view layers. We can then press “render single layer”, go to the non-rendered view layer and render that separately. Then we rendered the other two layers by pressing F12 and once those layers where done we could see that the last layer was needed after all. Here is an example: Suppose we have 3 view layers created, but we decided that we didn’t need one of them, then we can deselect the “Use for rendering” checkbox so we don’t waste render time on this layer. Having this checked says, “Render only the currently selected layer no matter what other settings are in effect.” This is a global setting that affects all view layers. The second checkbox, called “Render single layer” will override the first checkbox. We can have some view layers that we render and some that we don’t. This setting is local for every view layer. The “use for rendering” checkbox will render the selected view layer when we press F12 and render. In this section, we have two check boxes. Except for the view layer section at the top. However, this panel mostly contains render engine specific settings. View layers have their own tab in the properties panel. You need to have at least one view layer to be able to render at all. The left one creates view layers and the right one delete the selected view layer. On the right side of the view layer drop-down there are two buttons. In the application header to the far right, you can see a drop-down menu for scenes and view layers. We can create, rename, and remove view layers. ![]() Let’s start with view layers.Ī scene has collections and for each view layer each collection has some settings that tell Blender how that collection is going to be handled for the view layer. To begin with, we care about the view layers and the collections. Each scene then has one or more view layers, and each view layer may include one or more collections. If we start with a blend file, it can have one or more scenes. ![]() The view layers in Blender 2.8 and later were previously was called render layers in 2.79 and earlier. ![]() How view layers work in Blenderīefore we get to the setup, there are some concepts we need to understand. Let’s see how we can use view layers to separate our scenes into manageable pieces and combine them later. Make sure you have transparent background turned on in your render settings and composite each layer together with an alpha over node to get your finished scene. Turn off a collection for the current view layer with the checkbox next to its name in the outliner. The components needed to separate a scene are the view layers and collections. There are multiple ways to deal with this, but one way that does not have us trade away quality is view layers. In those cases, we get an “out of memory” error when we render in Blender. Sometimes the scenes we work with in Blender are so large that they don’t even fit into memory.
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