Janus's Standard Command Types
This is a list of pre-defined (by me, Lernie) Janus command types and their complete descriptions (however their actual directives are in the actual files - I will only explain the purposes behind the types). These types serve as a the base of all other command types that I create. These types have been refined over several productions, and hopefully they serve you well enough that you do not need to build one from scratch.

BTYRAW
BTYRAW is the base of all BTY (or beauty) passes, but is not meant to be executed directly. The command type is meant to be inherited by BTY and BTY2. BTYRAW was designed to provide BTY and BTY2 (for advanced cameras) a base. BTYRAW makes active groups visible (seen by camera), and other groups invisible to camera (unseen by camera). It leaves everything else alone: other groups may still cast shadows or be seen in the reflections of the active group items.

When the render pass is being processed an FG layer, it assumes that other groups may obstruct the active group. Because of this, other groups are visible to camera, and their Alpha Channel turned black. However, BTY and BTY2 (explained next) takes care of other viability settings that require a proper FG render.

BTY
BTY inherits BTYRAW and in FG layer mode, simply adds an almost-100% dissolve to the object. This effectively makes the object invisible, but retains its ability to affect the alpha channel. Since the Alpha Channel setting was set to black in BTYRAW, the resulting image is a full, unobstructed beauty render of the active group, while the alpha channel is shown to be obstructed (when it is actually obstructed). The BTY type is only meant to be used by Classic cameras, because the almost-100% dissolve technique does not work with the newer cameras.

BTY2
BTY2 replaces the BTY dissolve method by turning the other groups, if in FG layer mode, into black MatteObjects. This effectively obstructs the beauty pass and the alpha channel. BTY2 works with both the Classic camera and the new cameras, though the MatteObject method is inferior to the dissolve method in BTY.

NORAY
This command type is for a render pass that does not require to sample rays, such as reflection rays, but still require shadows to be cast. It will not accept rays (e.g. other groups will be Unseen By Rays). NORAY also defines a subpatch level of 1 to those casting shadows. If this is not desirable, freely omit this directive. NORAY is part of the 'BTY Family'.

NOCAST
NOCAST is for a render pass that will not accept shadows from other groups, but able to see them through rays. This is useful for things like rendering an object with an environment. Part of the 'BTY Family'.

SELF
SELF renders the active group all by itself, and other groups do not affect it in any way, neither by casting shadows, or appearing in reflections. Part of the 'BTY Family'.

SHDC
This is a shadow-catcher command type. It requires the shadowCatcher.srf (if Janus was installed properly the command type should be able to locate the file). It automatically instructs an output subdirectory called "shdc" be created. Fog is turned off, for added safety. SHDC inherits BTYRAW and BTY2.

OCC
An 'extrovert' occlusion pass command type. Like BTYRAW this command type is not meant to be executed directly, but through its variants. The command type only sets up the prerequisites of an 'extrovert' occlusion pass. An 'extrovert' occlusion pass is an occlusion shader that accepts only rays coming from other objects, but not itself. This is useful for catching soft 'shadows' of nearby objects. The OCC type, by default, is set to create an output subdirectory called "occ".

OCC15m, OCC20m, OCC70cm
This series uses a simple nodal occlusion shader with varying distances pre-set. This may easily be expanded for your use.

SELFOCC
An 'introvert' occlusion pass command type. It inherits OCC as well. An 'introvert' occlusion pass is one that receives rays from itself, not from others. This is also commonly referred to as a dirt or accessibility pass. Like the OCC command type, SELFOCC is not meant to be executed directly, but through its variants.

SELFOCC15m, SELFOCC20m, SELFOCC70cm
These are the SELFOCC variants. Parameter-wise, the same as the OCC series but inherits SELFOCC instead.

NORMALS
Inherits the BTYRAW and BTY2 command types for directives on how to appear in FG and BG modes. But its surface is overridden by "normals.srf" which is a normals shader. It creates its own image output directory under the pass it is under called "normals".

REFL
Inherits the BTYRAW, BTY2, and NOCAST command types for directives on how to appear in FG and BG modes. But its surface is overridden by "reflect.srf" which is a simple reflection shader. It creates its own image output directory under the pass it is under called "reflect".

DEPTHFOG
This is a fog / atmospheric pass. Inherits the BTYRAW, BTY2, NOCAST, SELF, and NORAY command types for directives on how to appear in FG and BG modes. Active group items are turned into black matte objects, fog color turned white, and fog type is set to NonLinear2. This may be changed per your preference. Minimum / maximum distance / amount is not set here and must be pre-set by the user prior to running this command type. It creates its own image output directory under the pass it is under called "depth".

NOM
The NOM command types contains no pre-set overrides. This is, nevertheless, an important type. This comes handy when a scene has been set up specifically by the user. For instance, a scene may be set up in such a way that certain lights are included / excluded from objects, and/or certain objects were flagged not to receive or cast shadows. To maintain all these relationships a NOM type is used.