Rendering
extra image planes (deep rasters)
Overview
You can include “extra” image planes (also called deep rasters) containing image representations of VEX (the mantra shading language) global variables, or exported variables/parameters from any surface or fog shader.
You can even output extra planes per light if you assign the exported variable inside an illuminance loop.
When rendering to a .pic (Houdini image format) or .exr (OpenEXR) format image (or the special ip name, which outputs to MPlay instead of a file) you can include the extra planes in the same multi-plane image as the main render. You can also specify that extra planes go into multiple separate files (or put multiple extra planes in a separate multi-plane file from the main render).
Examples
For example, you can export the value of the global variable N (surface normal) for each pixel to an image.
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The rendered color plane: a torus lit from above.
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The
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(You can view the extra plane(s) in MPlay using the popup menu in the top left under the toolbar.)
Another example: Houdini’s basic surface shader exports a variable named paintExport, containing the shader’s color contribution before lighting. This can be very useful information to have during compositing.
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The rendered color plane: a torus lit from various angles, with point colors.
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The
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How to
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Set up a render node to export an extra plane |
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Output a global variable |
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Output a shader variable |
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Output a variable per-light |
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Parameters
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Extra Image Planes |
Any number of extra image planes may be generated simultaneously. If the primary output image format supports multiple image planes, the plane name will be used to define the name of the deep raster plane. If the primary output device does not support multiple image planes, each image plane will be output to an individual file, with the name of the plane defining the file name. The formats that support multiple image planes are OpenEXR and Houdini .pic (including the “ip” device).
Tip
You can output the object ID and/or primitive IDs to deep raster planes, and then use them to easily select objects or primitives in the compositor. To output the object or primitive ID, set up the following parameters:
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