User Manual

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optional. The reason you might want to do this is to get aux channels (e.g., Normals, Z,
UVs) for the transparent areas. For example, suppose you want to replace the texture
on a 3D element that is transparent in certain areas with a texture that is transparent
in different areas. It would then be useful to have transparent areas set aux channels
(particularly UVs). As another example, suppose you are adding depth of field. You
probably do not want the Z-channel to be set on transparent areas, as this gives you
a false depth. Also, keep in mind that the exclusion is based on the final pixel color
including lighting, if it is on. So, if you have a specular highlight on a clear glass material,
this checkbox does not affect it.
Lighting
Affected by Lights: Disabling this checkbox causes lights in the scene to not affect
the object. The object does not receive nor cast shadows, and it is shown at the full
brightness of its color, texture, or material.
Shadow Caster: Disabling this checkbox causes the object not to cast shadows on
other objects in the scene.
Shadow Receiver: Disabling this checkbox causes the object not to receive shadows
cast by other objects in the scene.
Matte
Enabling the Is Matte option applies a special texture, causing the object to not only become
invisible to the camera, but also making everything that appears directly behind the camera
invisible as well. This option overrides all textures. For more information on Fog 3D and Soft
Clipping, see Chapter 76, “3D Compositing Basic” in the DaVinci Resolve manual or Chapter 25
in the Fusion Studio manual.
Is Matte: When activated, objects whose pixels fall behind the matte object’s pixels in Z
do not get rendered. Two additional options are displayed when the Is Matte checkbox
is activated.
Opaque Alpha: When the Is Matte checkbox is enabled, the Opaque Alpha checkbox
sets the Alpha value of the matte object to 1.
Infinite Z: This option sets the value in the Z-channel to infinite. This checkbox is visible
only when the Is Matte option is enabled.
Blend Mode
A Blend mode specifies which method is used by the renderer when combining this object with
the rest of the scene. The blend modes are essentially identical to those listed in the section for
the 2D Merge node. For a detailed explanation of each mode, see the section for that node.
The blending modes were originally designed for use with 2D images. Using them in a lit 3D
environment can produce undesirable results. For best results, use the Apply modes in unlit 3D
scenes using the software option in the Renderer 3D node.
OpenGL Blend Mode: Use this menu to select the blending mode that is used when
the geometry is processed by the OpenGL renderer in the Renderer 3D node. This is
also the mode used when viewing the object in the viewers. Currently the OpenGL
renderer supports a limited number of blending modes.
Software Blend Mode: Use this menu to select the blending mode that is used when
the geometry is processed by the software renderer. Currently, the software renderer
supports all the modes described in the Merge node documentation, except for the
Dissolve mode.
Chapter – 80 3D Nodes 1743