2017

Table Of Contents
DescriptionRender Pass
Measures the difference between the direction of the light ray and the surface normal. If the
surface normal is facing the light, this value is 1. If the normal is facing away from the light,
the value is 0.
Incidence
Indirect lighting from final gather, global illumination, and caustics.Indirect
Extracts all light-centric volume effects, for example, a light cone volume effect.Light Volume
Measures the difference between the direction of the camera ray and the surface normal. If
the surface normal is pointing to the camera, this value is 0. If the normal is facing away from
Material Incidence
the camera, the value is 1. Any angle greater than 90 degrees is also translated to 1. If bump
mapping is applied to the shading network, it will appear in this pass.
Interpolated surface normal. If bump mapping is applied to the shading network, it will appear
in this pass.
Material Normal
The object's matte, excluding transparency/opacity. This pass serves as the render layer
compositing mask. Should be solid white in areas where objects are intersected. Independent
of transparency/translucency.
Matte
Relative motion (in raster coordinates) of objects in your scene; in other words, how far each
pixel is moving between two frames. Pixel displacement is normalized to (01). Static objects
are expressed with 0.5,0.5 values.
Normalized 2D Motion Vec-
tor
Similar to the Material Incidence pass but without support for bump mapping.Object Incidence
Similar to the Material Normal pass but without support for bump mapping.Object Normal
Extracts all object-centric volume effects, for example, smoke that is contained in a glass object.
Also includes volume particles, volume fur, and fluids.
Object Volume
The object's opacity, which is derived from transparency/refraction. In compositing, the object's
opacity can be controlled independently from the render layer matte.
Opacity
Similar to the Shadow pass but calculated only with respect to the irradiance in the scene.Raw Shadow
Reflection results. Includes self-reflection, primary reflections, secondary reflections and envir-
onment reflections.
Reflection
The reflected colour parameter of the material. Pure constant reflection colour or textured
reflection. Used as a reflection matte to determine where reflection would be revealed (coloured
and non-coloured).
Reflected Material Colour
Refraction results. Includes self-refraction, primary refraction, and environment refraction.Refraction
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