2008
Main image: G-buffer used to apply a glow to lighting in a scene
Upper left: The same scene with no glow applied
Middle left: Objects selected using the G-buffer
Lower left: Glow applied to the G-buffer objects
You can set two kinds of these channels in the scene to identify and group
objects or materials for a particular post-processing effect.
■ You set an object's value (see Object Properties Dialog on page 245 ) to
identify that object to receive a particular rendering or post-processing
effect or file mask.
■ You set a material's Material Effects Channel on page 5252 value to identify
that material to receive a particular post-processing effect.
You create object-specific or material-specific post-processing by following
this general procedure:
1 Assign a particular Object Channel ID or Material Effects Channel ID to
the objects or the materials you want to be post-processed or affected by
rendering effects.
7796 | Glossary