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Why bother?
This brings us to the core of the recording system, because one of its main benefits is certainly the rendering of different passes, layers or quality levels of a project. We are certainly all familiar with the various options and tricks for rendering different properties or channels of a motif separately. However, this multi-pass system from C4D has its limits, as only one quality level can be used for all layers. The type of calculation, whether with or without global illumination, or the quality of the blur calculation and anti-aliasing are always applied to the entire rendering, especially in physical rendering. Wouldn’t it be appealing to render the background in lower quality and without GI, but render the foreground with GI and the best edge smoothing? Of course, this was already possible in the past, but copies of the scene were often created and saved separately in order to fully utilise the advantages of network rendering (distributed rendering with team render) for still images. Of course, such variations could otherwise also be animated with keys, but then Team Render would only send each image of this change animation to one of the connected render clients, which may then take much longer than having every variation of the project calculated by all available clients.
In addition, every subsequent change to the project would always have to be tracked manually and transferred to all derived scenes. This is a typical source of error that is often only noticed when the renderings end up in compositing – in other words, when it is actually already too late. The problems are exacerbated in the animation area, where corrections and adjustments to animations can occur even more frequently, which would then always have to be transferred to all derived scenes.