Channels Tab

This tab is used when an additional image, other than a standard rendering, is required. This is mostly used when you intend to do post-processing using an external image editing program.

Available channels are: Color (standard rendering), Normal, Depth, Alpha, Object ID, Material ID, and others. Some channels like Shadow Channel, Raw Diffuse Color, Raw Diffuse Lighting, Raw Diffuse GI, Self Luminance, and Pass per Light are only available for Presto engines.

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 will only appear when you assign a mask to a group, component, or image using the Thea context menu.

Active Channel: Displays the selected channel in the Rendering Panel. After a rendering has been completed, every enabled channel is displayed in this list.

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's z-axis.

Photometric Analysis

Luminance analysis describes the luminance and illuminance distribution. Thea Render can compute both. Luminance is computed out of the box for any image that you have already rendered and for any render settings. Illuminance can be computed by the Adaptive BSD engine. To view the analysis of a rendered image, select ‘Photometric’ from the drop‐down menu. Min/Max Il-Lum: These values represent the range of the Luminance (cd/m2). By changing these values, the false color image is updated accordingly.