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private:exrtrader2017:available_buffers [2017/05/15 14:27] – lightwolf | exrtrader2018:available_buffers [2017/12/27 10:38] (current) – ↷ Page moved from private:exrtrader2017:available_buffers to exrtrader2018:available_buffers lightwolf | ||
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- | ^Buffer Name^Description^Channels ((RGBA are four float channels, RGB/XYZ three, XY/UV two, Y is one float channel. \\ I is a single luminance channel)) | + | |
- | ^Final Render|This buffer contains the final, rendered image. This is identical to the image save by using the LightWave 3D render globals.|RGBA| | | + | LightWave 2018 comes with a massive change in buffer management. Previously, there was a fixed set of buffers. as of LightWave 2018, the amount of buffers can vary since both materials as well as the user can add buffers if needed. |
- | ^Raw Colour|This is the basic surface colour without any shading applied to it.|RGB| | | + | |
- | ^Reflection Colour|This colour buffers stores the reflections of surfaces. It could also be referred to as reflection shading.|RGB| | | + | exrTrader 2018 will build a list of available buffer on the fly. It also tries to name the corresponding OpenEXR layers and channels as smartly as possible. Both the layer names and channel names can be changed at any time. |
- | ^Diffuse Colour|This buffers contains the shading due to the surfaces colour and the diffuse shading.|RGB| | | + | |
- | ^Specular Colour|This buffer stores the shading due to the specularity settings.|RGB| | | + | Please refer to the LightWave documentation for a full list of buffers supplied by LightWave. |
- | ^Refraction Colour|This buffer stored the refractions of surfaces... basically the shading due to transparency.|RGBA| | | + | |
- | ^Backdrop Colour|This buffer just stores the backdrop colour.|RGB| | | + | Some buffers will get special treatment by exrTrader 2018: |
- | ^Pre-effect Colour|This is the final rendered image before any pixel filter or image filter plugins are applied to it.|RGB| | + | |
- | ^Special|The special buffer is quite ... “special” indeed (( Yes, sorry, I couldn' | + | ^Buffer Name^Description^Channels ((RGBA are four float channels, RGB/XYZ three, XY/UV two, Y is one float channel. \\ I is a single luminance channel)) ^ |
- | ^Luminous|This greyscale | + | ^Final Render|This buffer contains the final, rendered image. This is identical to the image save by using the LightWave 3D render globals.|RGBA| |
- | ^Diffuse|This greyscale buffer stores | + | ^Special|The special buffer is quite ... “special” indeed (( Yes, sorry, I couldn' |
- | ^Specular|This greyscale | + | ^Depth|This buffer stores the distance |
- | ^Mirror|This greyscale buffer stores | + | ^Motion|This buffer stores the motion |
- | ^Transparency|This greyscale | + | ^Surface ID|This buffers contains a unique number for every surface in the scene. \\ To get a better view on the values stored in this buffer you should normalize the preview.|ID| |
- | ^Shading|This buffer contains | + | ^Object ID|This buffers contains a unique number for every object in the scene. \\ To get a better view on the values stored in this buffer you should normalize the preview.|ID| |
- | ^Shadow|This buffer highlights | + | |
- | ^Geometry| | + | < |
- | ^Depth| | + | |
- | ^Motion|XY| | + | |
- | ^Normals|XYZ| | + | |
- | ^Surface | + | |
- | ^Object ID| | + | |
- | ^Radiosity|RGB| | + | |
- | ^Ambient Occlusion|RGB| | + | |
- | ^UV Tangent Space T|XYZ| | + | |
- | ^UV Tangent Space B|XYZ| | + | |
- | ^UV Tangent Space N|XYZ| | + | |
- | ^Camera Tangent Space|XYZ| | + | |
- | ^Edges|RGBA| | + | |
- | ^Final Render (CC)|RGBA| | + | |
- | ^SSS Direct|RGB| | + | |
- | ^SSS Indirect|RGB| | + | |
- | ^Volumetric Direct|RGB| | + | |
- | ^Volumetric Indirect|RGB| | + | |
- | ^Volumetric Emission|RGB| | + | |
- | ^Translucency|RGB| | + | |
- | ^Transparency RGB|RGB| | + | |
- | ^Luminosity|RGB| | + | |
- | ^Luminosity| | + | |
- | ^Coverage| | + | |
- | ^World Position|XYZ| | + | |
- | ^Object Position|XYZ| | + | |
- | ^Texture Position|XYZ| | + | |
- | ^UV|UV| | + | |
- | ^dPdU|XYZ| | + | |
- | ^dPdV|XYZ| | + | |
- | ^Lens Flare|RGB| | + | |
- | ^Diffuse Direct|RGB| | + | |
- | ^Diffuse Indirect|RGB| | + | |
- | ^Specular Direct|RGB| | + | |
- | ^Specular Indirect|RGB| | + | |
- | ^Translucency Direct|RGB| | + | |
- | ^Translucency Indirect|RGB| | + | |
- | ^Fog|RGB| | + | |
- | ^Legacy Volumetric|RGB| | + |