Quote from: N-drju on January 07, 2021, 03:18:33 AMBut to take your information into account, it seems that the elements rendered in a pass should then, generally, be the ones which render longest. Does it sound right?
Yes and no, in a way...I`d say.
You have to distinguish two terms here: Render Layers and Render Elements.
First, you have a Render Layer.
This layer can hold all kind of Render Elements. These are the "extra output images" in
TG.Pro.
It can hold different sets of Lights or Objects, for example. I think you can have 5 Object and/or 5 Light Groups
with any number of lights and objects. So you could have five different setups of lighting for a scene
rendered out in one go - without the need to have different projects being loaded up one after the other
and applying the changes to each and every one.
You are able to create more then one Render Layer in a scene and have different outputs rendered at the same time.
Which light influences which surface, which object is visible or not, cast shadows etc.
You could use a Render Layer to override Global Illumination in a scene.
A very common use for Render Layers is to render out a Z-Depth pass to be able to change the Depth-of-Field afterwards, for example.
Very helpful might be to separate Clouds and Atmosphere from the rest of the image.
And re-use it in another - completely different - scene in a compositing program.
You can render out all the Alpha-channels for the different Elements.
It adds up to render time for sure, how much it adds up I couldn`t say.
But it might be worth it in the long run.
Here are links to the Terragen Wiki:
https://planetside.co.uk/wiki/index.php?title=Render_Layers_and_Render_Elementshttps://planetside.co.uk/wiki/index.php?title=Compositing_Terragen_Render_ElementsMaybe take a look at them. You can find all I said here and much more.
Not too much to read but the TG specialities are explaind well (much better then I did ) and illustrated with examples.
CHeers, Klaus