How to use this add‐on v1.3 - OlyDJ/ThreeLayerRendering GitHub Wiki

You must select Focus object and camera (or leave it blank and active camera will be used instead), if you are going to split objects. After splitting, you will be able to use View Layers interface. Otherwise press "Just use View Layers" button (Note that you will not be able to Split Objects later).


If you just want to use View Layers interface skip "Split Objects" section: View Layers

Split Objects


Once focus is selected, Split Objects panel will be visible, and View Layers will temporarily disappear (don't worry, it will be available after first Split Objects process).


"Clean unused data" does exactly that. For objects with Geometry Nodes, and with Instances On Points node/s in the root of the node tree, use Smart Geo Nodes option (Instead of deleting geometry, it will prevent to create that instances)

Now select the objects or a collection you want to split (for this example I will choose a collection), and press "Process selected collection".


As you can see, selected collection had been disabled, and TLR has created a new collection. Inside of it, there are 4 objects (TLR internal objects) and 3 collections (Background, Focus and Foreground). Inside all of them, we find the selected collection.

Now I select another collection that contains objects with Geometry Nodes, and "Instances on Points" node in the root of the node tree. TLR will determine if it can process them with "Smart Geometry Nodes" option, and it will be available only for those.


On the first "Split Objects" process, you will see some new panels.

This is basically what is happening right now:


We have a camera (Red), a focus object (Blue), a foreground (Green) and a background (Purple). The foreground is connected to the camera and to the focus, so it will grown or screw based on the distance between them along the animation.

Split Settings

Use this option in case of wrong domain (Geometry Nodes objects are not affected by this option). Select an object that had been already process, and you will be able to change its domain type.


Foreground Settings

We can scale "Foreground Width" area to fit our needs on each camera by animating this setting. There is a internal object placed 50m under the camera (Mask_Foreground), TLR detects our processed objects with it. If one of them has 60m, it could interfere and the split would be wrong. Use "Location Z" option if you see wrong behavior on Foreground/Background areas.


Focus Settings

Change Focus location X and Y, and scale X and Y. Both Z values have same purpose as in Foreground Settings. This options are animatable too, so we can adapt Focus on each camera.


Culling Settings

This is the scene without Culling:


And this is with Culling enabled:


Just a moment after enabling Culling you will get smooth Blender interface (Depending on the project size, of course).

We can now adjust the camera side width, the front side width, the location and the scale of the mask. And again, fully animatable, so if Camera and Focus are animated, Background and Foreground areas will change.


View Layers

If "Split Objects" had been used, enable View Layers feature anytime you want by pressing "Create View Layers" button. TLR will create a new View Layer for TLR Background, Foreground and Focus collections. They are already adjusted to "affect" and "holdout" each other.

Otherwise, after pressing "Just use View Layers" button TLR will create a new collection, and a new View Layer duplicating the current one.

(Note that in this tutorial I've used "Split Objects", if not, "TLR" and "TLR - Split Objects" panels will not be visible.


View Layers settings now are visible, and we can start working with layers.

First we have "Create View Layer from collection" (or objects) button. If you select a collection or an object (the clouds for example), this option will create a new View Layer with its name.


Next we have the View Layers list. We can filter TLR layers with "Show only TLR layers" button. All the items have buttons to "Exclude", "Open" and "Remove" ("Open" and "Remove" are only visible if the item is selected).


Change View Layers order

"Move up" and "Move down" buttons appear under the list ONLY if "Show only TLR layers" is disabled. With them we can change View Layers order (Note that while changing all other options are gone, they will be back after "Applying" or "Cancel" new order).


Depending on the amount of layers, and the project size, it can take a while to finish (over 60 secs in this project and computer).


View Layers workflow

Ok! For those of you that are newbies or with low experience: just do not look or interact with Outliner or Properties panels.

For the rest: remove or stretch those panels to get rid of the collections, objects, passes, etc. options. We don't need them anymore, and they will mess up your head. Believe me, I've been there for 2 weeks (And I created it!!).

Back to the list... When you select an item, the next options will change accordingly. We can set passes for the selected item, without actually changing the current View Layer.


All passes settings are here, so the amount of time and system resources to configure an scene is way better.


View Layers collections

"Show View Layer Collections" will present you a collections list (similar to Outliner) that works exactly as Passes: Select an item in View Layers list, and set its collections options.


There are buttons to "Expand all" and "Collapse all" collections with children.


Create Composition node

Finally we have "Create Composition node" button. It needs at least the first image of the animation to be already rendered. It must have exact Output File path. And current project must have the same number of View Layers, names included, as the rendered image.


After pressing it, we will have a Node Group (named as the image file) in the Composition window.


All layers had been mixed to compose the final image. Nodes of each layer are framed, and frames have different colors. Perfect point to start compositing.


This option is not finished yet. Right now it mixes Ambient Occlusion pass. It will add Ambient Occlusion nodes at the right place.


TLR v1.3 will mix all passes (Direct, Indirect and Color) of Diffuse, Glossy and Transmission, as well as Emission and Environment.


Later versions will have some updates.

Thats all!