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Passes
can be used to SPLIT RENDERED IMAGE into colors, direct and indirect light to edit them individually, and also to extract data such as depth or normals. It also allows you to edit individual elements of your image one at a time.
Combined pass
The fully rendered image with all shading, lighting, and compositing applied. Stores the distance of each pixel from the camera in world units.
Z pass
also known as Depth pass
Mist pass
Stores the distance of each pixel from the camera in world units.
Position pass
Stores the absolute world-space coordinates of each pixel.
Normal pass
Stores surface NORMAL direction data as an RGB image.
Vector pass
Captures motion data of objects and the camera between frames. (also known as Motion Vector)
UV pass
Stores the UV coordinates of surfaces.
Denoising data pass
Stores additional DENOISING information for AI-based denoisers.
Object index pass
Assigns a unique ID value to each OBJECT
Material index pass
Similar to Object Index, but assigns IDs based on MATERIAL
Sample count pass
Stores the number of SAMPLES per pixel used in rendering.
Alpha threshold slider
Controls how alpha transparency is handled in object and Material Index Passes.