Beauty
|
Contains the rendered image with the following combined contributions of layers:
Diffuse,
Specular,
Glossy,
Emission, and
Alpha. |
|
Diffuse
|
Contains the diffuse contribution on the first ray bounce of the rendered
image. |
|
Specular
|
Contains the specular contribution on the first ray bounce of the rendered image,
that is to say, a mirror reflection or specular
refraction. |
|
Glossy
|
Contains the glossy contribution on the first ray bounce of the rendered image, that
is to say, all the nondiffuse and nonperfect specular
contributions. |
|
Alpha
|
Contains the alpha value indicating the opacity of a pixel with respect to the
background. The range is from 0 (fully transparent,
background totally visible) to 1 (fully opaque,
background not visible). |
|
Depth
|
Contains the depth of the hit point along the Z coordinate in the camera
space. The depth is zero at the camera position and
extends positive into the scene. All points on a
plane normal to the camera direction have the same
depth. The furthest pixels from the camera are
white, and the closest ones are black.
|
|
Distance
|
Contains the radial distance between the camera origin and the hit point measured in
the camera space. The depth is zero at the camera position
and extends positive into the scene. All points on
a sphere centered at the camera position have the same
distance. The distance is related to depth by a
factor that is the inner product of the ray direction
and the negative Z-axis (0,0,-1). The furthest
pixels from the camera are white, and the closest ones
are black.
|
|
Normals
|
Contains the unit surface normal in the camera space used for shading at the hit
point. |
|
Material ID
|
Displays each object that has a different material with its own unique flattened
color. |
|
Emission
|
Identifies areas that emit light. |
|
Irradiance
|
Quantifies in false colors the amount of energy received by an object. Blue
corresponds to the lowest level of energy and red
corresponds to the highest level of energy.
|
|
Ambient Occlusion |
Shows how exposed to ambient lighting is each point in the scene. The range is
from black (fully occluded) to white (not
occluded). Ambient Occlusion is only available
with Iray Interactive and Stellar.
|
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