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.

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Figure 1: The Info Channel kernel parameters

 

The Octane Viewport must be rendering the Main beauty pass, not the Denoised beauty pass in order for the Info Channel types to render properly (figure 2).

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Figure 2: Switching the Octane Viewport to render the Main beauty pass

 

Info Channel Kernel Parameters

Maximum Samples - Sets the maximum number of samples per pixel before the rendering process stops. Higher values produce cleaner renders. There is no rule as to how many samples per pixel are required for a good render, it is dependent on the scene.

Type - Provides a dropdown list of all the available Info Channel data that can be render.

Ray Epsilon - Determines the shadow ray offset distance.

Filter Size - The film splatting width to reduce aliasing.

AO Distance - The ambient occlusion's distance in units. Always check if the amount is correct relative to scene scale. For example, you don’t need 3 units if your object is a small toy. However, if your model is a house or something large, you can increase the value.

AO Alpha Shadows - Opacity is now taken 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.

Opacity Threshold - While checking Opacity channels, the geometry with an Opacity value greater than or equal to this parameter's value is treated as opaque.

Maximum Z-DepthA measure of object distances from the camera typically represented as a grayscale image. - This determines the maximum depth as shown in the shading of the Z-Depth info channel pass.

UV Max - This sets the maximum value shown for the texture coordinates.

UV Coordinate Selection - This specifies the set of UV coordinates to use.

Max Speed - Speed mapped to the maximum intensity in the motion vector channel. A value of 1 means a maximum movement of 1 screen width in the shutter interval.

Sampling Mode - Enables motion blur, depth-of-field, and pixel filtering modes.

Bump And Normal Mapping - Enables Bump and Normal map rendering in images created with Info Channel renders.

Wireframe Backface Highlighting - Enables backface highlighting in the Wireframe channel.

Max Subdivision Level - The maximum subdivision level applied on the scene geometry. A value of 0 disables this parameter.

Alpha ChannelA greyscale image used to determine which areas of a texture map are opaque and which areas are transparent. - Removes the background and renders it as transparent (zero alpha). This is useful if you want to composite the render over another image and don't want the background to be present.

Static Noise - Keeps the noise patterns stable between frames.

Parallel Samples - Controls how many samples OctaneRender® calculates in parallel. If you set it to a small value, OctaneRender® requires less memory to store the sample's state, but it renders a bit slower. If you set it to a high value, then OctaneRender® needs more graphics memory, making rendering faster. The change in performance depends on the scene and 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.

Maximum Tile Samples - Controls the number of samples per pixel that OctaneRender® will render until it takes the result and stores it in the film buffer. A higher value means that results arrive less often in the film buffer.

Minimize Net Traffic - If enabled, OctaneRender® distributes the same tile to the net render nodes until it reaches the max samples-per-pixel for that tile, and then it distributes the next tile to render nodes. Work done by local GPUs is not affected by this option. A render node can merge all of its results into the same cached tile until the Primary Render Node switches to a different tile.

White Light Spectrum - Controls the appearance of colors produced by spectral emitters (daylight, environment, black body).This determines the spectrum that will produce white (before white balance) in the final image.

Deep ImageRenders frames with multiple depth samples in addition to typical color and opacity channels. - Enable rendering deep pixel images used for Deep Image compositing.

Deep Render PassesRender passes allow a rendered frame to be further broken down beyond the capabilities of Render Layers. Render Passes vary among render engines but typically they allow an image to be separated into its fundamental visual components such as diffuse, ambient, specular, etc.. - Includes render passes in Deep Pixel rendering.

Max. Depth Samples - Used when Deep Image rendering is enabled. This sets the maximum number of depth samples per pixel. This is covered in the Deep Image Rendering topic of this manual.

Depth Tolerance - Used when Deep Image rendering is enabled. The depth samples whose relative depth difference falls below this tolerance value are merged together. This is covered in the Deep Image Rendering topic of this manual.