Autodesk 12812-051462-9011 User Guide 3 - Page 2113
Optional Channels group
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Optional Channels group For output RPF files, there are additional channels that you can generate (and view in the Rendered Frame Window): Z Depth Saves Z-Buffer information in repeating gradients from white to black. The gradients indicate relative depth of the object in the scene. Material ID Displays the Effects channel used by materials assigned to objects in the scene. The Effects channel is a material property set in the Material Editor and used during Video Post compositing. Each Effects Channel ID is displayed using a different random color. Object ID Displays the G-Buffer on page 7991 Object Channel ID assigned to objects using the Object Properties dialog. The G-Buffer ID is used during Video Post compositing. Each G-Buffer ID is displayed using a different random color. UV Coordinates Saves the range of UV mapping coordinates as a color gradient. This channel shows where mapping seams might occur. NOTE UV Coordinates will not be displayed on objects that have the UVW Map Modifier applied unless a map has been applied that uses the coordinates. Normal Saves the orientation of normal vectors as a grayscale gradient. Light gray surfaces have normals pointing toward the view. Dark gray surfaces have normals pointing away from the view. Non-Clamped Color Saves areas in the image where colors exceeded the valid color range and were corrected. The areas appear as bright saturated colors usually around specular highlights. Coverage Saves the coverage of the surface fragment from which other G-buffer values (Z Depth, Normal, and so on) are obtained. Z-Coverage values range from 0 to 255. To see Z Coverage, render to an RLA file after first checking Z Coverage in the Setup subdialog, then choose Z-Coverage in the Rendered Frame Window's Viewing Channel drop-down list. The Z-Coverage feature is provided primarily for developers, and should aid in the antialiasing of Z-buffers. Node Render ID Saves each object as a solid color according to its G-Buffer Object channel (found under Object Properties). Color Saves the color returned by the material shader for the fragment. This channel displays any transparent fragment as a solid color. 7368 | Chapter 23 Managing Scenes and Projects