Autodesk 62205-051408-9001 User Guide - Page 905

G-Buffer Builder, G-Buffer Extract, Strength, Flare Center, Color, Rotation, Z Value, Edge Feather

Page 905 highlights

Using 3D Post Filters in Combustion ❚❘❘ Note: The 3D Lens Flare requires no channels, but the z-Depth, Coverage, Transparency, and Sub-Pixel Weight channels are suggested. Strength-Controls the brightness of the lens flare. Flare Center-Determines the flare X,Y position on the image. Enter an X,Y value, or click the Pick button, then click a point in the viewport to position the flare on that point. Axis-Specifies the direction of the reflections and how far from the hot spot the reflections extend. Enter an X,Y value, or click the Pick button, then click a point in the viewport to set the axis. The Flare shines from the Flare Center toward the Axis point. Color-Determines the color of the lens flare. Click the color box and use the color picker to specify a color, or click the Pick button and sample a color from an image in the viewport. Rotation-Spins the central flare around the flare center. Z Value-Positions the lens flare in 3D space. An object that is in front of the lens flare blocks the effect (partially or completely), while an object behind it is covered by the flare. Edge Feather-Softens the mask edge for the selected object or material so that a lens flare that is behind another object can be partially visible. Increase the Edge Feather value for more lens flare visibility. Elements-Specifies whether the lens flare contains a central flare. Flare Type-Determines the camera lens that the lens flare simulates. Scale with Depth-When this option is enabled, the lens flare changes size according to its Z value. If a flare is farther away (high Z value), it appears smaller. Depth Scale-Determines how much the lens flare size varies depending on its Z Depth. Depth Scale works in conjunction with Scale with Depth. If Scale with Depth is disabled, Depth Scale has no effect. G-Buffer Builder Use this filter to add G-Buffer information to Combustion workspaces. For more information, see Building G-Buffers. G-Buffer Extract Use this filter to identify an object in a rich pixel rendering layer, and then remove it from the layer, or leave it and remove all the other objects from the layer. Note: The G-Buffer Extract filter requires at least one of the following channels: Material Effects, Object ID, or Node Render ID. If you plan to use the G-Buffer Extract filter in Combustion to extract an RPF object rendered in 3ds Max, the RPF file must be rendered with the Color channel enabled. Also, Render Occluded Objects must be enabled for the object. See Rendering Occluded Objects in 3ds max. G-Buffer Type-This is the type of object that you want to remove or leave. You can select the object to remove or leave based on the object ID, material ID, or render node ID. Note: Only RPF files support the render node ID option. 889

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Using 3D Post Filters in Combustion
889
❚❘❘
Note:
The 3D Lens Flare requires no channels, but
the z-Depth, Coverage, Transparency, and Sub-Pixel
Weight channels are suggested.
Strength
—Controls the brightness of the lens flare.
Flare Center
—Determines the flare X,Y position
on the image. Enter an X,Y value, or click the Pick
button, then click a point in the viewport to position
the flare on that point.
Axis
—Specifies the direction of the reflections and
how far from the hot spot the reflections extend.
Enter an X,Y value, or click the Pick button, then
click a point in the viewport to set the axis. The Flare
shines from the Flare Center toward the Axis point.
Color
—Determines the color of the lens flare. Click
the color box and use the color picker to specify a
color, or click the Pick button and sample a color
from an image in the viewport.
Rotation
—Spins the central flare around the flare
center.
Z Value
—Positions the lens flare in 3D space. An
object that is in front of the lens flare blocks the effect
(partially or completely), while an object behind it is
covered by the flare.
Edge Feather
—Softens the mask edge for the
selected object or material so that a lens flare that is
behind another object can be partially visible.
Increase the Edge Feather value for more lens flare
visibility.
Elements
—Specifies whether the lens flare
contains a central flare.
Flare Type
—Determines the camera lens that the
lens flare simulates.
Scale with Depth
—When this option is enabled,
the lens flare changes size according to its Z value. If
a flare is farther away (high Z value), it appears
smaller.
Depth Scale
—Determines how much the lens flare
size varies depending on its Z Depth. Depth Scale
works in conjunction with Scale with Depth. If Scale
with Depth is disabled, Depth Scale has no effect.
G-Buffer Builder
Use this filter to add G-Buffer information to
Combustion
workspaces. For more information, see
Building G-Buffers
.
G-Buffer Extract
Use this filter to identify an object in a rich pixel
rendering layer, and then remove it from the layer, or
leave it and remove all the other objects from the
layer.
Note:
The G-Buffer Extract filter requires at least one
of the following channels: Material Effects, Object ID,
or Node Render ID.
If you plan to use the G-Buffer Extract filter in
Combustion
to extract an RPF object rendered in
3ds Max
, the RPF file must be rendered with the
Color channel enabled. Also, Render Occluded
Objects must be enabled for the object. See
Rendering Occluded Objects in 3ds max
.
G-Buffer Type
—This is the type of object that you
want to remove or leave. You can select the object to
remove or leave based on the object ID, material ID,
or render node ID.
Note:
Only RPF files support the render node ID
option.