.......... / shader / multichannel tutorial / STEP 1

Small multichannel rendering tutorial | Realsoft 3D 4.5

INTRO
STEP 1 [setup the channels]
STEP 2 [the fun of masks]
STEP 3 [specularity]
STEP 4 [the reflection]
STEP 5 [the depth]
STEP 6 [lets render]
STEP 7 [post editing]

STEP 1 [setup the channels]
channels

output objects

First of all we have to create the channels we need [fig 02]:
  • Xport_reflection - color channel (to export the reflection information)
  • Xport_specularity - color channel (to export the specularity information)
  • Z_Depth - float channel (to export the depth information for fake Fog)
  • Local_Z - float channel (to export the depth information for fake DOF)
  • Alpha_ball - float channel (to export the mask of the left side ball)
  • Alpha_woodthing - float channel (to export the mask of the middle object)
  • Alpha_oldthing - float channel (to export the mask of the right object)
  • Alpha_ground - float channel (to export the mask of the ground)
  • Alpha_ground_grid - float channel (to export the mask of the grid pattern on the ground)
after that we create the 'output objects' to get the images later [fig 03]. In this example I used BMP objects.

To create a new 'output object' just click with the RMB (right mouse button) into the 'output objects window' and choose 'new' - 'Window BMP'. Double click the new 'output object' to open the 'properties window' [fig 04] and rename it to a useful name. After that check the 'Edit bindings' checkbox. Now highlight the Channel bindings in the top of the window (for example Color:R -> Color:R) and use the remove button to delete them. After you did this with all three channels go to the bottom of the window and select a source channel in source window by highlighting it (for example Xport_reflection:R) also highlight a 'Destination channel' (for example Color:R) and use the Add button to add this binding. Do this for all the channels you need.

Hint: If you have a float channel, just bind it to all three RGB channels to get a grayscale image.

Continue to STEP 2 ...

output objects properties

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