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exrtrader2018:available_buffers

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Available Buffers

Buffer NameDescriptionChannels 1) Sample Image
Final RenderThis buffer contains the final, rendered image. This is identical to the image save by using the LightWave 3D render globals.RGBA
Raw ColourThis is the basic surface colour without any shading applied to it.RGB
Reflection ColourThis colour buffers stores the reflections of surfaces. It could also be referred to as reflection shading.RGB
Diffuse ColourThis buffers contains the shading due to the surfaces colour and the diffuse shading.RGB
Specular ColourThis buffer stores the shading due to the specularity settings.RGB
Refraction ColourThis buffer stored the refractions of surfaces… basically the shading due to transparency.RGBA
Backdrop ColourThis buffer just stores the backdrop colour.RGB
Pre-effect ColourThis is the final rendered image before any pixel filter or image filter plugins are applied to it.RGB
SpecialThe special buffer is quite … “special” indeed 2) .
In the surface editor, under the Advanced tab, there is a button to edit the Special Buffers. LightWave 3D provides 4 of them. These are applied on a surface by surface basis.
A value of 0.0 in a special buffer is equivalent to black, 1.0 is white (values can go beyond those limit as they are stored in float/HDR buffers).
The tricky bit is the fact that image filters can only read one of these special buffers. Which one depends on the location of the image filter plugin in the list of applied image filters in the Processing tab of the Effects panel in LightWave 3D.
The first image filter in the list will only be able to read special buffer #1, the second image filter can only read special buffer #2, the third one bufer #3 and the fourth one only buffer #4. All image filters beyond that only have access to special buffer #4.
Practically this means that exrTrader will need to be applied four times as an image filter to the list to be able to access all four special buffers. In this case we'd recommend using the first instance of exrTrader in the list to save all the other buffers as well, and only use the slots 2-4 to save the special buffers – to separate image files.
Please note, given the AOVs in LightWave 2017, this buffer is obsolete nowadays.
Y
LuminousThis greyscale buffer stores the Luminosity value of a surface.Y
DiffuseThis greyscale buffer stores the diffuse value of the surfaces, as defined in the surface editor.Y
SpecularThis greyscale buffer stores the specularity value of the surfaces, as defined in the surface editor.Y
MirrorThis greyscale buffer stores the reflectivity value of the surfaces, as defined in the surface editor.Y
TransparencyThis greyscale buffer stores the transparency value of the surfaces, as defined in the surface editor.Y
ShadingThis buffer contains the shading due to the diffuse and specularity values as a greyscale image.Y
ShadowThis buffer highlights the areas of the image that receive shadows from lights.Y
Geometry
Depth
MotionXY
NormalsXYZ
Surface ID
Object ID
RadiosityRGB
Ambient OcclusionRGB
UV Tangent Space TXYZ
UV Tangent Space BXYZ
UV Tangent Space NXYZ
Camera Tangent SpaceXYZ
EdgesRGBA
Final Render (CC)RGBA
SSS DirectRGB
SSS IndirectRGB
Volumetric DirectRGB
Volumetric IndirectRGB
Volumetric EmissionRGB
TranslucencyRGB
Transparency RGBRGB
LuminosityRGB
Luminosity
Coverage
World PositionXYZ
Object PositionXYZ
Texture PositionXYZ
UVUV
dPdUXYZ
dPdVXYZ
Lens FlareRGB
Diffuse DirectRGB
Diffuse IndirectRGB
Specular DirectRGB
Specular IndirectRGB
Translucency DirectRGB
Translucency IndirectRGB
FogRGB
Legacy VolumetricRGB
1)
RGBA are four float channels, RGB/XYZ three, XY/UV two, Y is one float channel.
I is a single luminance channel
2)
Yes, sorry, I couldn't resist.
exrtrader2018/available_buffers.1494851250.txt.gz · Last modified: 2017/05/15 14:27 by lightwolf