Octane InfoChannel Kernel
Node Input/Outputs
The InfoChannel Kernel creates false-color images of the scene, containing various types of information about the scene.The output of this node is used in the Render Target Node Editor and is plugged into the Kernel input of the Octane Render Target node.
In scenes where the environment is visible, you should enable the Alpha channel.
Channel: Select which channel is selected. Channels are listed below.
Max Samples: This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render.
Filter Size: This sets the pixel size for filter for the render. This can improve aliasing artifacts in the render. If the filter is set too high, the image can become blurry.
Alpha Channel: This option removes the background and renders it as transparent (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present.
ZDepth Max: Gives the maximum z-depth that can be shown.
UV Max: Gives the maximum value that can be shown for the texture coordinates.
AO Distance: Used to specify distance of Ambient Occlusion.
Max Speed: Maximum speed value allowed for motion vectors.
Opacity Threshold: Threshold for opacity that can be shown.
Attributes
The following attributes are available:
Maximum Samples: This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render.
Channels:
- The following channels are available:
Geometric Normals: the vectors perpendicular to the triangle faces of the mesh.
Shading Normals: The interpolated normals used for shading. This does not take into account the bump map of the object. For objects without smoothing, this is identical to the geometric normals.
Position: The position of the first intersection point.
Z-depth: The distance between the intersection point and the camera, measured parallel to the view vector.
Material ID: Every material pin is represented as a separate color.
Texture Coordinates: Shows the UV coordinates for the surface (this is only useful for export script programming).
Wireframe: Shows the mesh as represented by edges, vertices and surfaces.
Interpolated Vertex Normals: Similar to shading normals preset but also strictly calculates the shading based on vertex normals provided by actual data in the mesh. This makes flawed.
Object ID: Every object is represented as a separate color.
Ambient Occlusion (AO): Render an ambient occlusion pass
Motion Vectors:
Render Layer ID:
Render Layer Mask:
Light Pass ID:
Tangent (Local) Normals:
Opacity:
Baking Group ID:
Roughnes:
IOR:
Diffuse:
Reflection:
Refraction:
Transmission:
Object Layer Color:
Filter Size: This sets the pixel size for filter for the render. This can improve aliasing artifacts in the render. If the filter is set too high, the image can become blurry.
Alpha Channel: This option removes the background and renders it as transparent (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present.
Maximum Z-Depth: Gives the maximum z-depth that can be shown.
Maximum UV value: Gives the maximum value that can be shown for the texture coordinates.
UV Set: Select the UV map rendered in the UV channel output.
AO distance: Used to specify distance of Ambient Occlusion.
Ray Epsilon: The ray epsilon is the distance to offset new rays so they don't intersect with the originating geometry. This value should be left as the default.
Highlight Backfaces: Option to highlight backfaces in wireframe channel.
Bump and Normal Mapping: Option to show or not show the bump and normal map.
Distributed Ray Tracing: Enable the motion blur, DOF and filtering while rendering the current image channel.
Motion Max. Speed: Maximum speed cutoff.
Parallel Samples:
Max Tile Samples: Allows a threshold, above which, the number of tile samples are not shown.