The RLA format is a
popular SGI format that supports the ability to include arbitrary
image channels. While setting up a file for output, if you select
RLA Image File from the list and click the Setup button, you'll
go to the RLA setup dialog. Once there, you can specify what channels
(and what format) you want to write out to the file.
When RLA is the chosen
output format, clicking Render or Setup on the
Output File dialog displays the RLA Image
File Format dialog.
Standard Channels group
The standard channels
are RGB color and the alpha (transparency) channel.
- Bits per Channel
Choose 8, 16, or 32 Floating
Point as the number of bits per channel. Default=8.
- Store Alpha Channel
Choose whether to save the
alpha channel. Default=on.
- Premultiply Alpha
When on, premultiplies the
alpha channel. Default=on.
computation time if you later use this image in compositing. For
more information, see
Optional Channels group
For output RLA files,
there are eight additional channels that you can generate (and view
in the Rendered Frame Window):
- Z Depth
Displays Z-Buffer information
in repeating gradients from white to black. The gradients indicate
relative depth of the object in the scene.
- Material ID
Displays the Effects channel
used by materials assigned to objects in the scene. The Effects
channel is a material property set in the Material Editor and used during
Video Post compositing. Each Effects Channel ID is displayed using
a different random color.
- Object ID
G-Buffer Object Channel
ID assigned to objects using the Object Properties dialog. The G-Buffer
ID is used during Video Post compositing. Each G-Buffer ID is displayed
using a different random color.
- UV Coordinates
Displays the range of
UV mapping coordinates as a color gradient. This channel shows where
mapping seams might occur.
NoteUV Coordinates will
not be displayed on objects that have the UVW Map Modifier applied
unless a map has been applied that uses the coordinates.
Displays the orientation of
normal vectors as a grayscale gradient. Light gray surfaces have
normals pointing toward the view. Dark gray surfaces have normals
pointing away from the view.
- Non-Clamped Color
Displays areas in the image
where colors exceeded the valid color range and were corrected.
The areas appear as bright saturated colors usually around specular highlights.
This saves the coverage
of the surface fragment from which other G-buffer values (Z Depth,
Normal, and so on) are obtained. Z-Coverage values range from 0
to 255. To see Z Coverage, render to an RLA file after first checking
Z Coverage in the Setup subdialog, then choose Z-Coverage in the Rendered
Frame Window's Viewing Channel drop-down list.
The Z-Coverage feature
is provided primarily for developers, and should aid in the antialiasing
This information is saved
with the file.
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