Category: Data > Render Channel
Lets you isolate integer data anywhere in a render tree and pipe it through to a render channel that supports an integer data type.
For more information, see Working With Custom Channels [Rendering].
Name |
The shader's name. Enter any name you like, or leave the default. |
Input |
Consists of a single integer (such as 2, 73, or 300). This value is usually driven by a shader connected to the input parameter port. |
Render Channel |
Specify which render channel will be used to store and output the data intercepted by this Store In Channel shader. |
Add... |
Adds a custom render channel of an object label data type to the scene's Available Channels grid. See Creating a Custom Render Channel for the Scene [Rendering]. This render channel must also be added to the pass to render the ouput. See Adding a Render Channel for the Pass [Rendering]. |
Store with Ray Type |
Primary: Stores all eye rays shot from the camera. Primary and Transparency: Stores all primary (eye) rays as well as transparency rays. Transparency rays are a type of secondary ray, but they do not allow control over the ray direction. Any Secondary: Stores all rays generated at an intersection point (when the primary ray hits an object) such as reflection, refraction, transparency, light, and shadow rays. Reflection: Stores all reflection rays cast by a material shader. Refraction: Stores all refraction rays cast by a material shader. Transparency: Stores all transparency rays cast by a material shader. Shadow: Stores all shadow rays cast from the light source back towards the illuminated point (or vice versa if shadow segment mode is enabled), in the same direction of the light ray. Environment: Stores all rays that sample an environment (reflection) map. |
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