Extra Buffers
These are buffers which shading system elements, such as the Material nodes and Shading Models, provide.
Most buffers are available here in direct and indirect versions. The "direct" buffers contain data from direct illumination of the surface, meaning the light that came directly from a light source. As opposed to the indirect buffers which contain data from the indirect illumination, that being light that got to the surface via an indirect route such as light that has bounced off another object via radiosity. Some buffers only become available when the materials pertaining to them are used.
Carpaint | Skin | PBSDF |
---|---|---|
Carpaint, Skin and Principled BSDF have several entries in the Extra Buffer list below |
New to 2019
For most of the extra buffers listed here, there are two additional buffers available, labeled as Rho and Weight. Rho contains a shaded visual showing the percentage of the buffer's effect in the render. For example, a specular_rho buffer would provide the amount of reflection occurring based on the way in which reflection changes with glancing angles, fall off and so forth. Weight contains the value of the surface shader setting in this buffer. In our example, a surface of an object with a constant 50% value for specularity would appear as a 50% grey values across the entire object in the buffer. If a texture drove the specular value, we would see the texture values instead.
They are intended for heavy compositing work and used to extract, for instance, the color from a specular buffer; by dividing the Rho by the specular direct and indirect to get the raw untinted reflection value.
Buffer | LDR | HDR |
---|---|---|
| ||
Clearcoat Indirect | ||
Clearcoat Rho xxx | ||
Clearcoat Weight xxx | ||
Dermis Direct | ||
Dermis Indirect | ||
Diffuse Direct | ||
Diffuse Indirect | ||
Diffuse Rho xxx | ||
Diffuse Weight xxx | ||
Epidermis Direct | ||
Epidermis Indirect | ||
Fog | Fog is visible in the Alpha component of the image in Image Viewer | |
Hypodermis Direct | ||
Hypodermis Indirect | ||
Legacy Volumetric The left image shows a final render with a surface HyperVoxel cloud, the second image shows the Legacy Volumetric buffer | ||
Luminosity | ||
Raw RGB | ||
Reflection The dragon (PBSDF) is visible in this buffer in Image Viewer using the mouse to show the changing alpha, but not in a PNG. The ball is surfaced with Standard | ||
Refraction For this buffer we changed the dragon to use the Dielectric material | ||
Refraction Rho xxx | ||
Refraction Weight xxx | ||
SSS Direct | ||
SSS Indirect The green glow in this buffer is caused by the luminosity in the edges shown in the final render at the top of the list | ||
Shadow | ||
Sheen Direct Provided by nodes with a Sheen component, is the Sheen contribution from direct illumination | Sheen is visible in the Alpha component of the image in Image Viewer | |
Sheen Indirect | Sheen is visible in the Alpha component of the image in Image Viewer | |
Sheen Rho xxx | ||
Sheen Weight xxx | ||
Specular Direct | ||
Specular Indirect | ||
Specular Rho xxx | ||
Specular Weight xxx | ||
Translucency Direct | Translucency is visible in the Alpha component of the image in Image Viewer | |
Translucency Indirect | Translucency is visible in the Alpha component of the image in Image Viewer | |
Translucency Rho | ||
Translucency Weight xxx | ||
Volumetric Direct | Volumetric Direct is visible in the Alpha component of the image in Image Viewer | |
Volumetric Emission | Volumetric Emission is visible in the Alpha component of the image in Image Viewer | |
Volumetric Indirect Provided by the Volumetric system, is the volumetric's contribution from indirect illumination | Volumetric Indirect is visible in the Alpha component of the image in Image Viewer | |
Volumetric Light xxx | ||
Volumetric Transmittance xxx |