BlendGen

Render passes and formats

Select semantic passes, file types, and background behavior without losing information.

Pass matrix

PassTypical formatMeaning
ColorPassPNG or EXRCombined scene color; EXR preserves scene-linear values
AlphaPassPNG or EXRCombined coverage alpha
DepthPassEXRCamera-space metric Z with a large background sentinel
NormalPassEXRSigned XYZ surface normal components
OpticalFlowPassEXRSigned XYZW Blender vector pass
RawMaterialIndexPassEXRFull integer material-ID field stored in a float channel
MaterialIndexPass(index=...)PNG or EXRA mask for one selected material ID

ImageOutputType supports PNG, JPEG, TIFF, and EXR. Use display formats for display-oriented color and masks. Use EXR whenever values are signed, high-dynamic-range, or metric.

Raw data versus visualization

Mapping depth into [0, 1], inverting a pass, or colorizing flow can be useful for inspection, but those transforms change the data. Keep authoritative training outputs lossless and generate previews separately.

Alpha is not depth

Background.ALPHA makes film transparent and gives useful Combined alpha, but removes the visible world from Combined color. Background.SKY preserves the world and normally makes Combined alpha opaque. Depth indicates geometric distance; it is not a substitute for volumetric transmittance or authored transparency.

Material-ID semantics

Native material indices follow authored shading coverage. Transparent, dithered, and volumetric materials may alternate between exact ID zero and positive IDs. Rounding, denoising, or inventing a background ID does not correct that semantic boundary. A hard opaque material override is a separate render with different scene semantics.

Optical-flow boundaries

Flow depends on adjacent animation states. Render guard frames when downstream consumers need centered temporal support at the requested range boundaries. Store all XYZW components losslessly even when a preview uses only XY.

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