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private:exrtrader2017:available_buffers [2017/05/15 13:40] – 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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- | ^Final Render| | + | 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| | + | |
- | ^Reflection Colour| | + | 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| | + | |
- | ^Specular Colour| | + | Please refer to the LightWave documentation for a full list of buffers supplied by LightWave. |
- | ^Refraction Colour| | + | |
- | ^Backdrop Colour| | + | Some buffers will get special treatment by exrTrader 2018: |
- | ^Pre-effect Colour| | + | |
- | ^Special| | + | ^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| | + | ^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| | + | ^Special|The special buffer is quite ... “special” indeed (( Yes, sorry, I couldn' |
- | ^Specular| | + | ^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| | + | ^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. |
- | ^Transparency| | + | ^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| | + | ^Object |
- | ^Shadow| | + | |
- | ^Geometry| | + | < |
- | ^Depth| | + | |
- | ^Motion| | + | |
- | ^Normals| | + | |
- | ^Surface ID| | + | |
- | ^Object ID| | + | |
- | ^Radiosity| | + | |
- | ^Ambient Occlusion| | + | |
- | ^UV Tangent Space T| | + | |
- | ^UV Tangent Space B| | + | |
- | ^UV Tangent Space N| | + | |
- | ^Camera Tangent Space| | + | |
- | ^Edges| | + | |
- | ^Final Render | + | |
- | ^SSS Direct| | + | |
- | ^SSS Indirect| | + | |
- | ^Volumetric Direct| | + | |
- | ^Volumetric Indirect| | + | |
- | ^Volumetric Emission| | + | |
- | ^Translucency| | + | |
- | ^Transparency RGB| | + | |
- | ^Luminosity| | + | |
- | ^Luminosity| | + | |
- | ^Coverage| | + | |
- | ^World Position| | + | |
- | ^Object | + | |
- | ^Texture Position| | + | |
- | ^UV| | + | |
- | ^dPdU| | + | |
- | ^dPdV| | + | |
- | ^Lens Flare| | + | |
- | ^Diffuse Direct| | + | |
- | ^Diffuse Indirect| | + | |
- | ^Specular Direct| | + | |
- | ^Specular Indirect| | + | |
- | ^Translucency Direct| | + | |
- | ^Translucency Indirect| | + | |
- | ^Fog| | + | |
- | ^Legacy Volumetric| | + |