# Renders

As mentioned in the [Takes](https://docs.simulon.com/hub/simulon-hub/takes#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="https://2614066236-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F25kOujCKIZI4ANfhvAkR%2Fuploads%2FQZFzg5URK3TPFyuFnmlT%2Fimage.png?alt=media&#x26;token=06fd99bd-a3c1-4747-9ded-d1e4003f8ecd" 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="https://2614066236-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F25kOujCKIZI4ANfhvAkR%2Fuploads%2FYf8iw0mIbN6ZZMjXKEHy%2Fimage.png?alt=media&#x26;token=1667fb00-f963-4697-a061-f26b3421654f" 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="https://2614066236-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F25kOujCKIZI4ANfhvAkR%2Fuploads%2FXXgXNjdSOujOSgOIuC5N%2Fimage.png?alt=media&#x26;token=908deb09-62f4-4b19-a978-029ac82e4310" 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>
