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In addition the standard outputs available via mental ray, Rendition is capable of producing extra information channels, which can be useful when performing 2D compositing on a completed render. Rendition currently supports 10 different output channels, each of which may be activated from within Rendition, without modifying the original scene.
The following video talkes a tour of the different channels.
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Colour. This is the standard RGBA image, it may be
viewed with or without alpha transparency, or the alpha channel may be
viewed on its own. Z Depth. This represents the
distance of each point in the scned from the camera. It is output as a
single channel, 32 bit tiff, unless the colour channel is selected to
be output in .iff format, in which case it is combined with the colour
channel. Normal Vectors. This channel stores a colour representation of the surface orientation, at each point in the image. Motion Vectors. This
channel stores a colour representation of the surface motion at each
point in the image. It is only valid if motion vectors are present in
the .mi file Object Labels. This is another colour channel, which assigns a seperate colour to each object instance in the scene. Shader IDs. This
is similar to Object Labels, except it assigns a seperate colour to
each material in the scene. This is often different to Object Labels,
since one material may be applied to more than one object, or multiple
materials to one object. Heat Map. This is a
diagnostic channel, which provides a "thermal" image of the scene, with
heat proportional to the number of rays required to render a part of
the scene. The temperature scale is Blue, Red, Yellow, White. It can be
useful for spotting which part of your scene is slowing your render
down (white parts will be slow, blue fast). Sampling. This
is another diagnostic channel, and inserts a dotted grid overlay over
the colour channel, to highlight where Rendition has traced eye rays.
Rendition is adaptive, and traces more rays in areas of high detail. Diffuse / Specular. These
channels typically work together. They represent a splitting of the
colour channel into specular and diffuse components. They are extremely
useful when performing post porcessing on rendered images, as they let
you modify certain aspects of the object (diffuse colour, reflectivity)
purely in 2D, without any further rendering. Modification to these
channels may also be modulated using the Object Label, or Shader ID
channels. |