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8 Chapter 17: Rendering
the above illustration, the pixel in question is the
308th f rom the left edge and the 141st from the top
edge. Also shown in this group are channel values
for red, green, blue, alpha, and monochrome, both
as 16-bit integers (0 to 65535) and as floating-point
values between 0.0 and 1.0.
Note: With high-dynamic-range images, the
floating-point values can be g reater than 1.0 or less
than 0.0.
RedThe red component value (0 to 65535) and
the floating-point value.
Green—The green component value (0 to 65535)
and the floating-point value.
Blue—The blue component value (0 to 65535) and
the floating-point value.
Alpha—The a lpha comp onent va lue (0 to 65535)
and the floating-point value.
MonoThe monochrome values of the pixel, using
the same formula used by monochrome material
mapchannelssuchasbumpandopacitymaps.
Extra Pixel Data (G-Buffer Data) group
If the rendering is in a format, such as an RPF
file (page 3–631) or RLA file (page 3–630),that
con tains additional channels, the informational
pop-upshowsthisdataintheExtraPixelData
group. The group includes all the possible
channels. If a channel was not saved, its value is
displayed as "N/A," for "not applicable."
ZDepthDisplays Z-Buffer information in
repeating gradients from white to black. The
gradients indicate relative dept h of the object in
the scene.
Mater ial ID—Displays the Effects Channel used by
a m aterial assigned to an objects in the scene. The
Effects Channel is a material property se t in the
Material Editor .
Object I D—Displays the G-Buffer Object Channel
ID assigned to objects u sing the Object Properties
dialog (page 1–117).
UV Coor dina tes—Displays the range of UV
mapping coordinates.
Nor mal—Displays the orientation of normal
vectors.
Non-Clamped Color—Displays the "real" color
value delivered to the renderer in RGB order. The
renderer uses a floating-point range of 0.0 to 1.0 to
represent the range of each color channel. Thus,
1.0 is 100%, or 65535 (real color values can be
greater than 1, but are clamped by the renderer to
1).
CoverageDisplays the coverage of the surface
fragment from which other G-Buffer values
(Z Depth, Nor m a l, and so on) are obtained.
Z-Coverage values range from 0 to 255.
Node R ender I D—Displays an object’s G-Buffer
Object channel.
Co lorDisplays the color returned by the material
shader for the fragment.
Transparency—Displays transparency returned by
thematerialshaderforthefragment.
Velocity—Displays the velocity vector of the
fragment relative to the screen.
Sub-Pixel Weight—Displays the sub-pixel weig ht of
a fragment. The channel contains the fractions of
the total pixel color contributed by the fragment.
The sum of all the fragments gives the final pixel
color. The weight for a given fragment takes into
account the coverage of the fragmen t and the
transparency of any fragments that are in front of
agivenfragment.
Sub-Pixel Mask Displays the sub-pixel alpha
mask. This channel provides a mask of 16
bits (4x4) per pixel, used in antialiased alpha
compositing.