Extra Buffers

Buffers.7z (51.7 MB) This archive contains the scene file used for most of the buffers shown on these pages

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.


CarpaintSkinPBSDF
 
Carpaint, Skin and Principled BSDF have several entries in the Extra Buffer list below

Glossary

Direct

Indirect

Rho

Weight

Link to Back to Beauty

Show example using linear and srgb for compositing

clown colors

For most of the extra buffers listed here, there are two additional buffers available, labeled as Rho and Weight, introduced in LightWave 2019. The Rho buffers include the surface's color and any fresnel effects.  Weight contains the value of the surface shader setting in this buffer as a percentage of its contribution to the render. A surface that was 100 % dielectric or metallic would have 0 diffuse weight because the diffuse component of the surface makes no contribution to the final render.

The Rho buffer is the BXDF reflection or transmission function that is being evaluated for each microfacet sample. 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.


Clearcoat Direct

Provided by the Carpaint and PBSDF material nodes, is the contribution of its Clearcoat element from direct illumination


Clearcoat Indirect
Provided by the Carpaint and PBSDF material nodes, is the contribution of its Clearcoat element from indirect illumination


Clearcoat Rho

The Clearcoat_rho buffer provides the amount of Clearcoat occurring based on the way in which Clearcoat changes with glancing angles, fall off, etc.


Clearcoat Weight

This buffer shows the amount that the Clearcoat part of the scene's surfaces contributes to the overall render

Dermis Direct
Available when the Skin node is used (the supplied material for the dragon has been replaced by the Skin node at default values)


Dermis Indirect
Available when the Skin node is used (the supplied material for the dragon has been replaced by the Skin node at default values)


Diffuse Direct
Provided by many material nodes, is the diffuse shading from direct illumination


Diffuse Indirect
Provided by many material nodes, is the diffuse shading from indirect illumination. If you have no radiosity in your render, this buffer will not be available, because there is not indirect diffuse lighting.


Diffuse Rho

xxx

Diffuse Weight

xxx

Epidermis Direct
Available when the Skin node is used


Epidermis Indirect
Available when the Skin node is used


Fog
The diffuse color of objects with no other component


Hypodermis Direct
Available when the Skin node is used


Hypodermis Indirect
Available when the Skin node is used


Legacy Volumetric
Shows legacy HyperVoxels separately

The left image shows a final render with a surface HyperVoxel cloud, the second image shows the Legacy Volumetric buffer

Luminosity
Only shows elements that have luminosity


Raw RGB
The Diffuse color without additional surface components.


Reflection
Only shows pure reflection. If PBSDF has zero roughness on reflection, it shows in the reflection buffer (as a scalar represented by changes to the alpha, whereas Standard appears as a color)

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
Only shows elements that have a refractive component.

For this buffer we changed the dragon to use the Dielectric material

Refraction Rho

xxx

Refraction Weight

xxx

SSS Direct
Provided by nodes with a SubSurface Scattering component, is the Subsurface Scattering contribution from direct illumination


SSS Indirect
Provided by nodes with a SubSurface Scattering component, is the Subsurface Scattering contribution from indirect illumination.

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
Indicates scene shadows


Sheen Direct

Provided by nodes with a Sheen component, is the Sheen contribution from direct illumination



Sheen Indirect
Provided by nodes with a Sheen component, is the Sheen contribution from indirect illumination


Sheen Rho

xxx

Sheen Weight

xxx

Specular Direct
Provided by many material nodes, is the Specular contribution from direct illumination


Specular Indirect
Provided by many material nodes, is the Specular contribution from indirect illumination. Without glossy surfaces, this buffer will not be available


Specular Rho

The specular_rho buffer provides the amount of reflection occurring based on the way in which reflection changes with glancing angles, fall off, and so forth

Specular Weight

xxx

Translucency Direct
Provided by Standard, is the Translucency contribution from direct illumination


Translucency Indirect
Provided by Standard, is the Translucency contribution from indirect illumination


Translucency Rho

xxx

Translucency Weight

xxx

Volumetric Direct
Provided by the Volumetric system, is the volumetric's contribution from direct illumination


Volumetric Emission
Provided by the Volumetric system, is the volumetric's emission of light into the scene


Volumetric Indirect
Provided by the Volumetric system, is the volumetric's contribution from indirect illumination

Volumetric Light

xxx


Volumetric Transmittance

xxx