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Z Depth Displays Z-Buffer information in repeating gradients from white to
black. The gradients indicate relative depth of the object in the scene.
Material ID Displays the Effects channel used by materials assigned to objects
in the scene. The Effects channel is a material property set in the Material
Editor and used during Video Post compositing. Each Effects Channel ID is
displayed using a different random color.
Object ID Displays the
G-Buffer on page 7795 Object Channel ID assigned to
objects using the Object Properties dialog. The G-Buffer ID is used during
Video Post compositing. Each G-Buffer ID is displayed using a different random
color.
UV Coordinates Displays the range of UV mapping coordinates as a color
gradient. This channel shows where mapping seams might occur.
NOTE UV Coordinates will not be displayed on objects that have the UVW Map
Modifier applied unless a map has been applied that uses the coordinates.
Normal Displays the orientation of normal vectors as a grayscale gradient.
Light gray surfaces have normals pointing toward the view. Dark gray surfaces
have normals pointing away from the view.
Non-Clamped Color Displays areas in the image where colors exceeded the
valid color range and were corrected. The areas appear as bright saturated
colors usually around specular highlights.
Coverage This saves the coverage of the surface fragment from which other
G-buffer values (Z Depth, Normal, and so on) are obtained. Z-Coverage values
range from 0 to 255. To see Z Coverage, render to an RLA file after first
checking Z Coverage in the Setup subdialog, then choose Z-Coverage in the
rendered frame window's Viewing Channel drop-down list.
The Z-Coverage feature is provided primarily for developers, and should aid
in the antialiasing of Z-buffers.
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7158 | Chapter 21 Managing Scenes and Projects