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private:exrtrader2017:available_buffers [2017/05/15 14:56] – 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 buffer stores the Luminosity value of a surface.|Y| | | + | ^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 the diffuse value of the surfaces, as defined in the surface editor.|Y| | | + | ^Special|The special buffer is quite ... “special” indeed (( Yes, sorry, I couldn' |
- | ^Specular|This greyscale buffer stores the specularity value of the surfaces, as defined in the surface editor.|Y| | | + | ^Depth|This buffer stores the distance of a surface from the camera. \\ Due to the fact that the depth is stored as a proper float image and the pixels represent the distance to the camera in metres, there' |
- | ^Mirror|This greyscale buffer stores the reflectivity value of the surfaces, as defined in the surface editor.|Y| | | + | ^Motion|This buffer stores the motion of a pixel during the current frame in screen space. The motion is encoded in the R and B channel. \\ Since LightWave 3D creates float channels, the values represent the movement in pixels. This implies that the values may actually be negative as well, depending on the direction of movement. \\ If the compositing package can deal with floating point motion buffers this is the best way to export them. \\ Some plugins require the motion vectors to be normalized into values from 0.0 to 1.0, where 0.5 is equivalent to no motion at all. \\ The **Offset** and **Scale** processing options allow you to change the motion buffer to be acceptable by such plugins ((However, you may be able to edit it in your compositing package prior to sending it to those plugins as well. This would be a little less dangerous and more flexible. )) - as a downside one needs to estimate how far the any of the pixels actually travel (in pixels) – or use an arbitrary value, such as the largest dimension of the image in pixels. \\ As an example, using 1920 as the largest distance an pixel could travel: \\ The **Offset** would need to be 1920 - to basically push the negative values into the positive range. \\ The **Scale** would need to be 1 / (1920 * 2) (roughly 0.00026) – to compress the values into a range from 0 to 1.0.|XY| |
- | ^Transparency|This greyscale buffer stores the transparency value of the surfaces, as defined in the surface editor.|Y| | | + | ^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 the shading due to the diffuse and specularity values as a greyscale image.|Y| | | + | ^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 the areas of the image that receive shadows from lights.|Y| | | + | |
- | ^Geometry|This buffer stores the orientation of surfaces toward the camera. Facing surfaces are white while surfaces that face away from the camera are black.|Y| | + | < |
- | ^Depth|This buffer stores the distance of a surface from the camera. \\ Due to the fact that the depth is stored as a proper float image and the pixels represent the distance to the camera in metres, there' | + | |
- | ^Motion|This buffer stores the motion of a pixel during the current frame in screen space. The motion is encoded in the R and B channel. \\ Since LightWave 3D creates float channels, the values represent the movement in pixels. This implies that the values may actually be negative as well, depending on the direction of movement. \\ If the compositing package can deal with floating point motion buffers this is the best way to export them. \\ Some plugins require the motion vectors to be normalized into values from 0.0 to 1.0, where 0.5 is equivalent to no motion at all. \\ The **Offset** and **Scale** processing options allow you to change the motion buffer to be acceptable by such plugins ((However, you may be able to edit it in your compositing package prior to sending it to those plugins as well. This would be a little less dangerous and more flexible. )) - as a downside one needs to estimate how far the any of the pixels actually travel (in pixels) – or use an arbitrary value, such as the largest dimension of the image in pixels. \\ As an example, using 1920 as the largest distance an pixel could travel: \\ The **Offset** would need to be 1920 - to basically push the negative values into the positive range. \\ The **Scale** would need to be 1 / (1920 * 2) (roughly 0.00026) – to compress the values into a range from 0 to 1.0.|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| | + |