8
Render Elements Panel and Rollout 127
and opaque in black (value=0). Translucent
pixels appear in gray. The darker the pixel, the
more transparent it is.
The alpha channel c an be useful w hen you
composite elements.
• Atmosphere: The atmospheric effects in the
rendering.
• Background: The background of the scene.
Other elements do not include the scene
backg round. Include this element if you want
to use the background in compositing.
The background is not trimmed against
geometry, so elements should be composited
over
the background. See
Compositing
Rendered Elements (page 3–129)
.
• Blend: A custom combination of the previous
elements.
The Blend element displays an additional
Blend
Element Parameters rollout (page 3–136)
.
• Diff us e: The diffuse component of the
rendering.
The Diffuse element displays an additional
Diffuse Texture Element rollout (page 3–139)
.
•
Hair and Fur: The component of the
rendering created by the
Hair and Fur modifier
(page 1–506)
.See
Hair and Fur Render Element
(page 3–136)
.
•
Illuminance HDR Data: Generates an
image containing 32–bit floating-point data
that can be used for analyzing the amount
oflightthatfallsonasurfaceperpendicular
to its normal. The illuminance data ignores
material characteristics such as reflectance and
transmittance.
For best results, render with mental ray
or another renderer that supports 32–bit
floating-point output and set the output format
to PIC, HDR, or EXR. If using the scanline
renderer or another renderer that doesn’t
support 32–bit floating-point output, set
theScaleFactorparameter,whichactsasa
multiplier, to adjust the range of values for the
output data.
• Ink: The Ink component (borders) of
Ink ’n
Paint materials (page 2–1414)
.
• Lighti n g : The effect of direct and indirect
lights and shadows in the scene.
The Lighting element displays an additional
Lighting Texture E lement rollout (page 3–136)
.
•
Luminance HDR Data: Generates
an image containing 32–bit floating-point
data that can be used for analyzing the
perceived brightness of a surface after light
has been “absorbed” by the material of
thesurface. Theluminancedataconsiders
mate rial characteristics such as reflectance and
transmittance.
For best results, render with mental ray
or another renderer that supports 32–bit
floating-point output and set the output format
to PIC, HDR, or EXR. If using the scanline
renderer or another renderer that doesn’t
support 32–bit floating-point output, set
theScaleFactorparameter,whichactsasa
multiplier, to adjust the range of values for the
output data.
•
Material ID: Retains the material ID
information assigned to an object. This
information is useful when you are making
selections in other image processing or special
effects applications. For example, you could
select all of t he objects with a given material
ID in another special effects application. T he
material ID corresponds to the value you
set for the material with the material effects
channel. Any g iven material ID w ill always be
represented by the same color . The correlation
between a specific material ID and a specific
color is the same in Combustion. See
Material
Effects Channel (page 2–1287)
.