Info Channel

 

The Info Channel kernel evaluates scene data and renders the data as color images that you can use in post processes for compositing.

InfoChannelKernel_Fig01_3dsmax_v3_08

Figure 1: The Info Channel kernel parameters

 

Info Channel Kernel Parameters

Channel - The following settings are available with some of the most often-used channels defined.

InfoChannelKernel_Fig02_3dsmax_v3_08

Figure 2: The available Info Channel types

Z-DepthA measure of object distances from the camera typically represented as a grayscale image. Maximum - Sets the maximum z-depth that OctaneRender® shows.

UV Maximum - Sets the maximum value that OctaneRender® shows for the Texture coordinates.

AO Distance - Specifies the Ambient Occlusion distance.

Parallel Samples - Controls how many samples OctaneRender® calculates in parallel. Small values require less memory to store the sample's state, but rendering is slower. High values need more graphics memory, but rendering is faster. The change in performance depends on the scene, the GPUThe GPU is responsible for displaying graphical elements on a computer display. The GPU plays a key role in the Octane rendering process as the CUDA cores are utilized during the rendering process. architecture, and the number of shader processors in the GPU.

Maximum Tile Samples - Controls the number of samples per pixel to render until OctaneRender® takes the result and stores it in the film buffer. High values generate results less often at the film buffer.

Distributed Ray Tracing - Shows distributed ray tracing. This enabled by default.

Bump And Normal Mapping - Shows or hides the Bump and Normal maps.

Wireframe Backface Highlighting - Highlights backfaces in the Wireframe channel.

Minimize Net Traffic - Distributes the same tile to the net render nodes until it reaches the max samples/pixel for that tile, and then it distributes the next tile to render nodes. This option doesn't affect work done by local GPUs. This way, a render node can merge all of its results into the same cached tile until the Primary Render Node switches to a different tile.

AO Alpha Shadows - Takes Opacity into account in the AO calculation, and render passes can use this to specify if OctaneRender® should render shadows cast by Ambient Occlusion as transparent (zero alpha). This is useful if the you want to composite the render over another image and don't want the AO shadows to be present.