9.5.2

Table Of Contents
718 CHAPTER 13
RENDERING RENDER SETTINGS 719
From top left to bottom left: Highlights (AR), Glow
(AR), Specular, and Diffusion, each as a separate Post
Effects pass.
The Post Effects channel makes it possible to render a variety of post effects (PyroCluster, lense effects,
vector motion blur, highlights, glow effects, glow) as separate passes.
Material Normal
Not to be confused with normal maps, these normal components are rendered as RGB (X = red, Y =
green, Z = blue) without anti-aliasing. This is designed for compatibility with other applications.
Material UVW
This channel renders objects (without anti-aliasing), according to their UVW coordinates, in a green-
red-blue gradient: U = red, Y = green, W = blue. Applications such as After Effects or Combustion
can easily work with these les.