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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 | The 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 Please note, given the AOVs in LightWave 2017, this buffer is obsolete nowadays.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 | |
Luminous | This greyscale buffer stores the Luminosity value of a surface. | Y | |
Diffuse | This greyscale buffer stores the diffuse value of the surfaces, as defined in the surface editor. | Y | |
Specular | This greyscale buffer stores the specularity value of the surfaces, as defined in the surface editor. | Y | |
Mirror | This greyscale buffer stores the reflectivity value of the surfaces, as defined in the surface editor. | Y | |
Transparency | This greyscale buffer stores the transparency value of the surfaces, as defined in the surface editor. | Y | |
Shading | This buffer contains the shading due to the diffuse and specularity values as a greyscale image. | Y | |
Shadow | This buffer highlights the areas of the image that receive shadows from lights. | Y | |
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 |