2008
The Z-Coverage feature is provided primarily for developers, and should aid
in the antialiasing of Z-buffers.
Node Render ID Saves each object as a solid color according to its G-Buffer
Object channel (found under Object Properties).
Color Saves the color returned by the material shader for the fragment. This
channel displays any transparent fragment as a solid color.
Transparency Saves transparency returned by the material shader for the
fragment. Any fragment with any degree of transparency will be rendered as
a solid gray object.
Velocity Saves the velocity vector of the fragment relative to the screen in
screen coordinates.
Sub-Pixel weight Saves the sub-pixel weight of a fragment. The channel
contains the fractions of the total pixel color contributed by the fragment.
The sum of all the fragments gives the final pixel color. The weight for a given
fragment takes into account the coverage of the fragment and the transparency
of any fragments that are in front of a given fragment.
Sub-Pixel Mask Saves the sub-pixel alpha mask. This channel provides a
mask of 16 bits (4x4) per pixel, used in antialiased alpha compositing. This
mask is especially useful with the Combustion compositing product.
Descriptive Information group
This information is saved with the file.
Description You can enter descriptive text here.
Author You can enter your name here.
RGB (SGI Image) Files
The SGI
™
Image File format is a bitmap file type created by Silicon Graphics
®
.
SGI Image File support in 3ds Max lets you load and save files in both 8- and
16-bit color depth, with alpha channels, and RLE Compression.
Interface
Clicking Render or Setup in the
Render Output File dialog on page 5892 displays
the RGB Image File Format dialog.
RGB (SGI Image) Files | 7161