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Pixel Data in an Image Window

When you right-click the Rendered Frame Window or View Image Windowthe color swatch is updated and information about the rendering and the pixel beneath the mouse is displayed.

If you hold the right mouse button down while dragging, the information changes with each new pixel the mouse crosses.

The display includes the following information:

Image group

Width
The width of the image in pixels.
Height
The height of the image in pixels.
Aspect
The pixel aspect ratio.
Color Space
The space of the underlying color values before any adjustments for display.
  • In Gamma Workflow color-management mode, this is typically "Gamma 2.20" (for ordinary sRGB images) or "Gamma 1.00" (non-color data or rendered frames).
  • In an OCIO color-management mode, this is the name of the rendering space (for rendered frames) or the input space (for image files).
Color Space Source
How the underlying color space was determined. In Gamma Workflow color-management mode, the possible values are:
  • (From Image File): The gamma value was read from the value embedded in the file.
  • (Inferred from File): There was no embedded gamma so the value was automatically inferred from the format: either the system gamma (typically 2.20) for 8-bit and 16-bit integer formats or 1.00 for floating-point formats.
  • (From User Override): The gamma was manually specified.
In OCIO color-management modes, the possible values are:
  • Rule name: The color space was automatically determined by the specified rule in the configuration file.
  • System Heuristics: The system otherwise determined the space automatically. For example, rendered frames in memory are known to be in the rendering space even if there is no file name and extension that the rules can be applied to.
  • User: The color space was declared manually on loading.
  • Not Set. Under normal circumstances, this should not occur.
Type
The type of image, based on color depth.

For example, a full-color image with an alpha channel will show “RGBA Color 16 Bits/Channel”; a bitmap with a limited color depth might show “Indexed Color 8 Bits/Pixel,” and so on.

Pixel group

Pixel information includes the pixel location in the bitmap, in parentheses following the Pixel group heading. The counting starts at 0. For example, in the above illustration, the pixel in question is the 757th from the left edge and the 291st from the top edge. Also shown in this group are channel values for red, green, blue, alpha, and monochrome in the source and rendering spaces as floating-point values and in the display space as 8-bit integers. To change the value format, press Shift (for 8-bit integers) or Ctrl (for 16-bit integers) while holding the right mouse-button down to keep this window open — you may need to move the mouse to force the values to update.

Note: With high-dynamic-range images, the floating-point values can be greater than 1.0 or less than 0.0.
Red
The red component value.
Green
The green component value.
Blue
The blue component value.
Alpha
The alpha component value.
Mono
The monochrome values of the pixel, using the same formula used by monochrome material map channels such as bump and opacity maps.

Extra Pixel Data (G-Buffer Data) group

If the rendering output uses a format that contains additional channels, such as RPF or RLA, the informational pop-up shows this data in the Extra Pixel Data group. The group includes all the possible channels. If a channel is not present, its value is displayed as "N/A," for "not applicable."

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 a material assigned to an objects in the scene. The Effects Channel is a material property set in the Material Editor.
Object ID
Displays the object’s G-Buffer Object ID.
UV Coordinates
Displays the range of UV mapping coordinates.
Normal
Displays the orientation of normal vectors.
Non-Clamped Color
Displays the "real" color value in RGB order. The renderer uses floating-point values to represent each color channel where 0.0 is pure black, 1.0 is white, and light sources and specular highlights can have values above 1.0 .
Coverage
Displays 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.
Node Render ID
Displays an object’s G-Buffer Object channel.
Color
Displays the color returned by the material shader for the fragment.
Transparency
Displays transparency returned by the material shader for the fragment.
Velocity
Displays the velocity vector of the fragment relative to the screen.
Sub-Pixel Weight
Displays the sub-pixel weight of a fragment. The channel contains the fractions of the total pixel color contributed by the fragment. The sum of all the fragments gives the final pixel color. The weight for a given fragment takes into account the coverage of the fragment and the transparency of any fragments that are in front of a given fragment.
Sub-Pixel Mask
Displays the sub-pixel alpha mask. This channel provides a mask of 16 bits (4x4) per pixel, used in antialiased alpha compositing.

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