Extra Buffers
Buffers.7z 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.
Clearcoat Direct
Clearcoat Indirect
Clearcoat Rho
Clearcoat Weight
Dermis Direct
Dermis Indirect
Diffuse Direct
Diffuse Indirect
Diffuse Rho
Diffuse Weight
Epidermis Direct
Epidermis Indirect
Fog
The diffuse color of objects with no other component
Hypodermis Direct
Hypodermis Indirect
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