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Buffer Name | Description | Channels 1) | Sample Image |
---|---|---|---|
Final Render | This buffer contains the final, rendered image. This is identical to the image save by using the LightWave 3D render globals. | RGBA | |
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 | |
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 | |
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 | |
Pre-effect Colour | This is the final rendered image before any pixel filter or image filter plugins are applied to it. | RGB | |
Special | |||
Luminous | |||
Diffuse | |||
Specular | |||
Mirror | |||
Transparency | |||
Shading | |||
Shadow | |||
Geometry | |||
Depth | |||
Motion | XY | ||
Normals | XYZ | ||
Surface ID | |||
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 |