8
1288 Chapter 16: Material Editor, Materials, and Maps
Zero (0), the default, indicates that no material
effects channel is assigned.
A value from 1 to 15 says to apply a V ideo Post or
rendering effect that uses this channel ID to this
mater ial.
Forexample,youmightwantamaterialtoglow
wherever it appears in the scene. The material is
in the Material Editor and the glow comes from a
rendering effect. First, you add a
Glow rendering
effect (page 3–222)
and set it up so that it operates
on effects ID 1. Use Material Effects Channel to
give the material an ID number of 1, then apply the
material to objects in the scene in the usual way.
To save the channel data with the rendering, use
the
.rla
or
.rpf
format.
Wa rn in g : The
mental ray renderer (page 3–77)
does not
recognize Z-depth with G-buffers. G-buffer data is saved
on a single layer. Also, the mental ray renderer does not
support the following effects:
•
Glow lens effect (page 3–222)
(rendering effec t)
•
Ring lens effect (page 3–226)
(rendering effect)
•
Lens effects Focus filter (page 3–377)
(Video
Post)
Procedure
To assign a material effects channel ID to a material:
• Cho ose a channe
lnumberfromthe
Material Effects Channel flyout (p age 2–1288)
.
Note: Giving a m aterial a nonzero effects
channel number tells the renderer to generate
amaterialeff
ects channel containing such
numbers. This information is stored in images
only if you save the rendered scene in RLA or
RPF format. However, t he effects channel data
is available to rendering effects at render time.
Ma ter ial Ef fects Cha nnel Fly out
Material Editor > Tool buttons > Material Effects Channel
flyout
The
Material Effects Channel (page 2–1287)
flyout
in the
Material Editor (page 2–1253)
lets you
assignamaterialeffectIDtothematerial. The
ID value can ass ociate a
Video Post effect (page
3–307)
or
rendering effect (page 3–214)
to objects
assigned this material. The channel ID can also
be saved if you render to a file in the
RLA (p age
3–680)
or
RPF (page 3–681)
format. (Saving the
mate rial effect ID in an image file lets you use the
channel in post-processing applications.)
Zero (0), the default, indicates that no material
effect channel is assigned.
A value from 1 to 15 says that an effect that uses this
material effect ID will be applied to this material.