portalopk.blogg.se

Corona renderer
Corona renderer









This versatile render pass allows selecting custom subset of lighting components. Detailed description is here.ĭuplicates the built-in alpha channel, so it can be saved to a separate location. Only problem is red on large, diffuse areas, like walls. Note: red does not automatically mean bad. 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. Scenes with too high albedo can cause problems - washed-out look and excessive render times. Shows the albedo (total reflectivity of the surface - the fraction of energy that is reflected in any way from the surface) of the scene surfaces. Outputs the z-buffer channel, with adjustable min (white) and max (black) depths. Outputs the surface world position XYZ vector directly as an RGB color. This can be used to check for mapping discontinuities and objects lacking mapping. Outputs the surface mapping coordinates for selected channel. Uses the final shading normals from the lighting calculation, which include the effects of bump mapping and smoothing groups. Outputs the surface normal vectors as color values (with transformation RGB = (XYZ+)/2. Uses normals directly calculated from the geometry, with no bump mapping/smoothing groups. This quickly shows how does the scene look without shading. White indicates surface directly facing the view surfaces facing away from the view (grazing angles) are black. Outputs the angle between the surface normal and ray direction (similarly to the Falloff map).











Corona renderer