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An alpha channel from the color pass added back into the completed beauty pass node tree
TIP: Alpha channels from 3D renderings are typically premultiplied. That being the case, be sure to turn on the Pre Divide/Post Multiply checkbox on any node that performs color correction. If using more than one node in a row to perform color correction, use the Alpha Divide and Alpha Mult nodes instead.
TIP: Alpha channels from 3D renderings are typically premultiplied. That being the case, be sure to turn on the Pre Divide/Post Multiply checkbox on any node that performs color correction. If using more than one node in a row to perform color correction, use the Alpha Divide and Alpha Mult nodes instead.
TIP: Alpha channels from 3D renderings are typically premultiplied. That being the case, be sure to turn on the Pre Divide/Post Multiply checkbox on any node that performs color correction. If using more than one node in a row to perform color correction, use the Alpha Divide and Alpha Mult nodes instead.
Working with Auxiliary Channels
Auxiliary channels are not RGB images; they are a family of special-purpose 3D image data that typically describes position, orientation, and object information for use in 2D composites. For example, Z-Depth channels describe the depth of each pixel of an image along a Z-axis, while an XYZ Normals channel describes the orientation (facing up, facing down, facing to the left or right) of every pixel in an image.
Similar to the use of multiple beauty passes, one of the most common reasons to use auxiliary data is to eliminate the need to re-render computationally expensive 3D imagery, by enabling even
more aspects of rendered images to be manipulated after-the-fact. 3D rendering is computationally expensive and time-consuming, so outputting descriptive information about a 3D image allows sophisticated alterations to occur in 2D compositing, which is faster to perform and adjust.
There are two ways of obtaining auxiliary channel data:
— First, auxiliary data may be embedded within a clip rendered from a 3D application, most often using the EXR file format. In this case, it’s best to consult your 3D application’s documentation to determine which auxiliary channels can be generated and output.
— You may also obtain auxiliary channel data by generating it within Fusion, via 3D operations output by the Renderer 3D node, by the Optical Flow node, or by the Disparity node.
An RGBA 3D rendered scene that also contains auxiliary channels
TIP: When trying to locate information about auxiliary channels in other software, some 3D applications refer to auxiliary channels as Arbitrary Output Variables (AOVs), render elements, or secondaries.
TIP: When trying to locate information about auxiliary channels in other software, some 3D applications refer to auxiliary channels as Arbitrary Output Variables (AOVs), render elements, or secondaries.
TIP: When trying to locate information about auxiliary channels in other software, some 3D applications refer to auxiliary channels as Arbitrary Output Variables (AOVs), render elements, or secondaries.
Aux Channel Setup
When using a MediaIn or Loader node that links to a multi-part EXR file with auxiliary channel data, the Inspector’s Channels or Format tab includes a pre-defined set of auxiliary channels for mapping purposes. Each pre-defined channel includes a menu that displays every attribute included in a multi- part EXR. From the menu, you select the render pass that should be assigned to the corresponding channel. As described earlier, RGB beauty passes like diffuse, shadow, and reflection are mapped to the red, green, and blue channels. Auxiliary passes include preset mappings.
A multi-part EXR file with embedded render passes mapped to their aux channels in a MediaIn node
Displaying Channels in the Viewer
Once you map an auxiliary channel in the Inspector, you can display the data as an RGB image in the viewer. Clicking the drop down Color menu at the top of the viewer reveals a list of every active auxiliary channel for the currently viewed node.