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render_elements [2014/04/07 17:32]
keymaster [Shading render passes]
render_elements [2014/07/14 11:23] (current)
keymaster [Shading render passes]
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 ^ Name ^ Requires shading ^ Description ^ ^ Name ^ Requires shading ^ Description ^
-| ''​CShading_Albedo''​ | No | Shows the [[http://​en.wikipedia.org/​wiki/​Albedo|albedo]] (total reflectivity of the surface - the fraction of energy that is reflected in any way from the surface) of the scene surfaces. Scenes with too high albedo can cause problems - washed-out look and excessive render times. This pass can be used to quickly spot and fix problems - typically if your walls/​floors/​ceilings are shown in red, lowering their brightness will speed up rendering. Note: **red does not automatically mean bad**. For example correct glass/water is displayed in red. Only problem is red on large, diffuse areas, like walls. [[albedo|Detailed description is here]]. |+| ''​CShading_Albedo''​ | No | Shows the [[http://​en.wikipedia.org/​wiki/​Albedo|albedo]] (total reflectivity of the surface - the fraction of energy that is reflected in any way from the surface) of the scene surfaces. Scenes with too high albedo can cause problems - washed-out look and excessive render times. This pass can be used to quickly spot and fix problems - typically if your walls/​floors/​ceilings are shown in red, lowering their brightness will speed up rendering. Note: **red does not automatically mean bad**. Only problem is red on large, diffuse areas, like walls. [[albedo|Detailed description is here]]. |
 | ''​CShading_Alpha''​ | Yes| Duplicates the built-in alpha channel, so it can be saved to a separate location. | | ''​CShading_Alpha''​ | Yes| Duplicates the built-in alpha channel, so it can be saved to a separate location. |
 | ''​CShading_Components''​ | Yes | This versatile render pass allows selecting custom subset of lighting components. It can add diffuse, reflect, refract, and translucency lighting, in both direct and indirect (GI) variants. The basic decomposition passes can be recreated using this pass (see [[http://​corona-renderer.com/​wiki/​_media/​render_elements_components.png|this illustration]]),​ or it can be used for finer division (e.g. separating reflect direct and indirect lighting). | | ''​CShading_Components''​ | Yes | This versatile render pass allows selecting custom subset of lighting components. It can add diffuse, reflect, refract, and translucency lighting, in both direct and indirect (GI) variants. The basic decomposition passes can be recreated using this pass (see [[http://​corona-renderer.com/​wiki/​_media/​render_elements_components.png|this illustration]]),​ or it can be used for finer division (e.g. separating reflect direct and indirect lighting). |

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