(Material Editor): Compact Material ID Channel
(Slate Material Editor:
Right-click a material node. Choose
Material ID Channel.)
The buttons on the Material
ID Channel flyout tag a material as a target for a
Video Post effect
or for storing with a rendered image saved in
format (so that the channel value can be used in a post-processing
application). The material ID value is the counterpart of a
G-buffer value for
Zero (0), the default,
indicates that no material ID channel is assigned.
A value from 1 to 15
means to apply a Video Post or rendering effect that uses this channel
ID to this material.
For example, you might
want a material to glow wherever it appears in the scene. The material
is in the Material Editor and the glow comes from a rendering effect.
First, you add a
rendering effect and set it up so that
it operates on ID 1. Use Material ID Channel to give the material
an ID number of 1, then apply the material to objects in the scene
in the usual way.
To save the channel data
with the rendering, use the RLA or RPF format.
does not recognize Z-depth
with G-buffers. G-buffer data is saved on a single layer. Also,
the mental ray renderer does not support the following effects:
To assign a material ID channel to a
- Choose a channel number from the Material ID Channel flyout.
NoteGiving a material
a nonzero ID channel number tells the renderer to generate a material
ID channel containing that value. This information is stored in
images only if you save the rendered scene in RLA or RPF format.
However, the ID channel data is available to rendering effects at