Autodesk 62205-051408-9001 User Guide - Page 894

Rich Pixel File Formats, Creating RPF and RLA Files, Z Depth Transforms

Page 894 highlights

B Combustion and 3ds Max the composite. Objects in the rich pixel layer can appear to be either in front of or behind a video layer. Compositing with Z Depth data is sometimes described as "pseudo-3D." See Z Depth Transforms. Channels such as the Z Depth channel help you work in a composite without having to re-render a complex 3D scene. Using rich pixel format can help save time when you composite a 3D rendering with 2D layers. Rich Pixel File Formats 3ds Max supports two kinds of rich pixel renderings: • RPF (rich pixel format) files have the fullest set of G-Buffer channels. • RLA files use an earlier format that does not support all channels. Note: Only the RLA files written by 3ds Max are fully supported. RLA files written by Maya use a different header format which causes Combustion to read only the image from the file. The G-Buffer info will not be read. See Creating RPF and RLA Files. In addition, RPF files save object and material names, so when you import an RPF file into a composite, layer names match object names in your 3ds Max scene. See Selecting Objects in a Rich Pixel Rendering. These are the channels supported by the 3ds Max rich pixel formats: Z Depth-Saves the 3D depth of objects in the scene. Material Effects ID-Saves the material effects channel ID of materials assigned to objects in the scene. This is called the material ID in the sections that follow. Object ID-Saves the ID value assigned to an object. UV Coordinates-Saves the UV mapping coordinates used in the scene. Normal-Saves the orientation of face normals in the scene. Non-Clamped Color-Saves areas in the rendering where colors exceed the valid color range. Coverage-Saves anti-aliasing data at the edges of objects in the scene. Node Render ID-(RPF format only.) Saves the node ID used when each object is rendered. This is a value unique to each object. In the Combustion interface, this value is called the render node. Color-(RPF format only.) Saves the color that the material shader returns. The color is always solid. Transparency-(RPF format only.) Saves the transparency that the material shader returns. Velocity-(RPF format only.) Saves a vector that indicates the velocity of objects. Sub-Pixel Weight-(RPF format only.) Saves the weighting value used to adjust this pixel's color. Sub-Pixel Mask-(RPF format only.) Saves the weighting value used to adjust this pixel's transparency. Creating RPF and RLA Files You create a rich pixel (RPF or RLA) file by rendering a view in 3ds Max. Note: The steps to create an RLA file are the same as in the following procedure. In the Save As dialog, select the RLA file format instead of RPF. 878

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Combustion and 3ds Max
B
878
the composite. Objects in the rich pixel layer can
appear to be either in front of or behind a video layer.
Compositing with Z Depth data is sometimes
described as “pseudo-3D.” See
Z Depth Transforms
.
Channels such as the Z Depth channel help you work
in a composite without having to re-render a
complex 3D scene. Using rich pixel format can help
save time when you composite a 3D rendering with
2D layers.
Rich Pixel File Formats
3ds Max
supports two kinds of rich pixel renderings:
RPF (rich pixel format) files have the fullest set of
G-Buffer channels.
RLA files use an earlier format that does not
support all channels.
Note:
Only the RLA files written by
3ds Max
are fully
supported. RLA files written by Maya use a different
header format which causes
Combustion
to read
only the image from the file. The G-Buffer info will
not be read.
See
Creating RPF and RLA Files
.
In addition, RPF files save object and material
names, so when you import an RPF file into a
composite, layer names match object names in your
3ds Max
scene. See
Selecting Objects in a Rich Pixel
Rendering
.
These are the channels supported by the
3ds Max
rich pixel formats:
Z Depth
—Saves the 3D depth of objects in the
scene.
Material Effects ID
—Saves the material effects
channel ID of materials assigned to objects in the
scene. This is called the
material ID
in the sections
that follow.
Object ID
—Saves the ID value assigned to an
object.
UV Coordinates
—Saves the UV mapping
coordinates used in the scene.
Normal
—Saves the orientation of face normals in
the scene.
Non-Clamped Color
—Saves areas in the
rendering where colors exceed the valid color range.
Coverage
—Saves anti-aliasing data at the edges of
objects in the scene.
Node Render ID
—(RPF format only.) Saves the
node ID used when each object is rendered. This is a
value unique to each object.
In the
Combustion
interface, this value is called the
render node
.
Color
—(RPF format only.) Saves the color that the
material shader returns. The color is always solid.
Transparency
—(RPF format only.) Saves the
transparency that the material shader returns.
Velocity
—(RPF format only.) Saves a vector that
indicates the velocity of objects.
Sub-Pixel Weight
—(RPF format only.) Saves the
weighting value used to adjust this pixel’s color.
Sub-Pixel Mask
—(RPF format only.) Saves the
weighting value used to adjust this pixel’s
transparency.
Creating RPF and RLA Files
You create a rich pixel (RPF or RLA) file by
rendering a view in
3ds Max
.
Note:
The steps to create an RLA file are the same as
in the following procedure. In the Save As dialog,
select the RLA file format instead of RPF.