> For the complete documentation index, see [llms.txt](https://docs.simulon.com/hub/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.simulon.com/hub/simulon-hub/usage/renders.md).

# Renders

As mentioned in the [Takes](/hub/simulon-hub/usage/takes.md#renders) renders section, mutiple renders can be created from a single take. The Renders tab allows you to view these and export them. You are able to filter for renders according to a take by selecting the take you'd like to find renders for before navigating the the renders tab.

<figure><img src="/files/my2xJwKwfgYzZpGjtiSC" alt=""><figcaption></figcaption></figure>

When you click export a pop up will show the available artifacts from the render that can be downloaded

<figure><img src="/files/PC8AZ9whLeJ0ZfiIBXJT" alt=""><figcaption></figcaption></figure>

## Multi-pass Renders

Multi-pass renders can be useful for some creators who want to incorporate a post render workflow to color grade or recomp other images using Compositing software like Nuke.

<figure><img src="/files/AX9pzFSwlXwwwPwjtvZa" alt=""><figcaption><p>Mult-pass render in Nuke showing Cryptomattes</p></figcaption></figure>

The following table shows the layers that are exported, and which mode they will be available in when you capture your take in iOS&#x20;

<table><thead><tr><th width="189">Render Pass</th><th width="194">Available</th><th>Description</th></tr></thead><tbody><tr><td>BeautyPass</td><td>All modes</td><td>Final composited render as created by Simulon</td></tr><tr><td>Backplate</td><td>All modes</td><td>The captured backplate</td></tr><tr><td>Camera Depth</td><td>DOF or Human Depth</td><td>The depth pass as generated by iOS LiDAR</td></tr><tr><td>Human Depth</td><td>Human depth</td><td>Human depth frame as retrieved by ARKit</td></tr><tr><td>Human Stencil</td><td>Human Occlusion + Human Depth</td><td>Human occlusion alpha mask as generated by Simulon</td></tr><tr><td>CG</td><td>All modes</td><td>The virtual camera render</td></tr><tr><td>CGDepth</td><td>All modes</td><td>The virtual depth pass of the virtual camera</td></tr><tr><td>CryptoMaterial</td><td>All modes</td><td>The CG layer individual material cryptomattes</td></tr><tr><td>CryptoObject</td><td>All modes</td><td>CG layer crypto object mask</td></tr><tr><td>DiffuseDirect</td><td>All modes</td><td>Diffuse lighting pass of the CG scene</td></tr><tr><td>DiffuseIndirect</td><td>All modes</td><td>Indirect diffuse lighting pass of the CG Scene</td></tr><tr><td>Emission</td><td>All modes</td><td>Emissive lighting pass of the CG Scene</td></tr><tr><td>GlossDirect</td><td>All modes</td><td>Gloss lighting pass of the CG Scene</td></tr><tr><td>GlossIndirect</td><td>All modes</td><td>Indirect gloss lighting of the CG Scene</td></tr><tr><td>ShadowAOCombined</td><td>All modes</td><td>Shadow and ambient occlusion pass of the CG Scene</td></tr><tr><td>TransmissionDirect</td><td>All modes</td><td>Transmission lighting pass of the CG Scene</td></tr><tr><td>TransmissionIndirect</td><td>All modes</td><td>Indirect transmission pass of the CG Scene</td></tr></tbody></table>
