3ds Max C++ API Reference
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G-Buffer Channel Indices

The number of bytes is shown in parenthesis for each. More...

Macros

#define GB_Z   0
 (4) Z-Buffer depth, float
 
#define GB_MTL_ID   1
 (1) ID assigned to mtl via mtl editor
 
#define GB_NODE_ID   2
 (2) ID assigned to node via properties
 
#define GB_UV   3
 (8) UV coordinates - Point2
 
#define GB_NORMAL   4
 (4) Normal vector in view space, compressed
 
#define GB_REALPIX   5
 (4) Non-clamped colors in "RealPixel" format
 
#define GB_COVERAGE   6
 (1) Pixel coverage of the front surface
 
#define GB_BG   7
 (3) RGB color of what's behind the front object
 
#define GB_NODE_RENDER_ID   8
 (2) System node number, valid during a render
 
#define GB_COLOR   9
 (3) Color (RGB)
 
#define GB_TRANSP   10
 (3) Transparency (RGB)
 
#define GB_VELOC   11
 (8) Velocity (Point2)
 
#define GB_WEIGHT   12
 (3) Weight of layers contribution to pixel color
 
#define GB_MASK   13
 (2) Sub pixel coverage mask
 

Detailed Description

The number of bytes is shown in parenthesis for each.

Macro Definition Documentation

◆ GB_Z

#define GB_Z   0

(4) Z-Buffer depth, float

◆ GB_MTL_ID

#define GB_MTL_ID   1

(1) ID assigned to mtl via mtl editor

◆ GB_NODE_ID

#define GB_NODE_ID   2

(2) ID assigned to node via properties

◆ GB_UV

#define GB_UV   3

(8) UV coordinates - Point2

◆ GB_NORMAL

#define GB_NORMAL   4

(4) Normal vector in view space, compressed

◆ GB_REALPIX

#define GB_REALPIX   5

(4) Non-clamped colors in "RealPixel" format

◆ GB_COVERAGE

#define GB_COVERAGE   6

(1) Pixel coverage of the front surface

◆ GB_BG

#define GB_BG   7

(3) RGB color of what's behind the front object

◆ GB_NODE_RENDER_ID

#define GB_NODE_RENDER_ID   8

(2) System node number, valid during a render

◆ GB_COLOR

#define GB_COLOR   9

(3) Color (RGB)

◆ GB_TRANSP

#define GB_TRANSP   10

(3) Transparency (RGB)

◆ GB_VELOC

#define GB_VELOC   11

(8) Velocity (Point2)

◆ GB_WEIGHT

#define GB_WEIGHT   12

(3) Weight of layers contribution to pixel color

◆ GB_MASK

#define GB_MASK   13

(2) Sub pixel coverage mask