Channels

Render channels are used to composite an image out of different components such as: raw diffuse color, depth, alpha, etc. This is mostly used when you intend to do post-processing using an external image editing program.

The available channels are:

  • Color
  • Normal
  • Depth
  • Alpha
  • Object ID / Object ID transparent
  • Material ID / Material ID transparent
  • Direct
  • AO
  • GI
  • SSS
  • Reflection
  • Refraction
  • Transparency
  • Irradiance
  • Position
  • UV
  • Shadow
  • Mask
  • Raw Diffuse Color / Raw Diffuse Color (Denoising)
  • Raw Diffuse Lighting
  • Raw Diffuse GI
  • Self Illumination
  • Pass per Light

Render channels list

Active channel: Displays the selected channel in the rendering window. After a rendering has been completed, every active channel can be selected from the list.
Pass per Light: When 'Pass per Light' is enabled, independent images will be produced for all available light sources. This can consume a lot of memory when there are many lights and the resolution is high.
Mask passes: Mask passes will only appear when you assign a mask to a group, component, or image from the Tools panel > Model tab > Mask index.

In case you want to save an image along with the alpha channel, the alpha channel needs to be enabled before rendering the final image.

DEPTH CHANNEL RANGE

Min / Max Z (m): Controls the minimum and maximum distance along the camera z-axis

Depth Channel: Min=0, Max=5 Depth Channel: Min=0, Max=10

depth-channel-range