Some of the channels in Vray SketchUp includes:
- Diffuse - The pure diffuse surface color. I will say the positive space
- Alpha - Alpha transparency. I should say the negative space
- Athmosphere -The atmospheric effects. honestly still do not know how this work in Vray Sketchup.
- RGB - this is the render image minus the negative space. This is the RGB color of the Diffuse.
- Reflection - The pure surface reflection before it's multiplied by the reflection filter color.
- Refraction - The pure surface refraction before it's multiplied by the refraction filter color.
- Self Illumination - The self-illumination of the surface.
- Shadow - The diffuse light that was blocked by other objects.
- Specular - The surface specular hilights.
- Raw Light - The raw diffuse direct illumination before it's multiplied by the diffuse surface color.
- Raw GI - The raw diffuse global illumination (not multiplied by the diffuse surface color). Only present if Global illumination is enabled.
- Caustics - The caustics on the material. Only present when the Caustics option of V-Ray is enabled. This channel does not include GI caustics.
- MAterial ID - The material ID of the object.
- Zdepth - The z-depth of the surface.
There are a lot more channels like: Raw Reflection, wire, normals, matte shadow, total lights, bunp normal, RSS, Raw reflection. All of these are design to tweak a particular channel selection during post processing.
I often you Zdpeth Map to simulate the Depth of Field like in the tutorial HERE.
I want to create tutorial on all these channels but perhaps later. For the mentime, I wan to share some of the old resources at Vray SKetchup froum how users use this.
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Here is Freeagent approach even with the old version of Vray Sketchup.
una pregunta como uso el cana diffuse en ps? y q no se pierdan las sombras?
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