Hi Sakabatou,
Not to my knowledge. “Object-Buffers” take only the visible parts. “Render only” active objects excludes any other objects including their influence to the active one.
Hidden Geometry stays Hidden. The only way out is to export 3D geometry—but that excludes then the rendering. Even baking would not really help here. If you are good in NUKE for example, you could export them as Alembic file, place textures on them again. Alembic takes mostly only point values and cameras, etc. Nuke has a lot of compositing tools, most of them are way more advanced than any Adobe tool. Perhaps that helps your target. It is less 3D than C4D with no doubts, so it is an evaluations of advantages and disadvantages.
Keep in mind that the objects have an influence to each other, mainly shadows, which might have the side effect that some parts are just in the dark—scene based of course.
To render each object on a specific layer, but keep the interaction intact—reflections, GI light and color “bleeding”, refractions and transparencies, sounds all like a huge limitation if that would be excluded, but if included, it would make as well no sense. How to separate a half opaque object from its object that is behind it.
If you like to do that, you might place them strategically on Layers, to switch them easily off or on. Then use the “Render Queue…” to place all your renderings. Separate renderings, multiple times longer. All the problems with reflections, shadows and transparency/refraction to manage, as mentioned before. Compositing tags might help, but in large scenes, an even greater effort to manage.
But if you have a good reason for that, suggest it to MAXON.
All the best
Sassi