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Output Modes
The output mode selector has four choices:
With alpha
Over background (as shown above)
UVMap distortion map
Texture map
With alpha. In this mode, only the actually-rendered pixels (to be discussed) appear in the output image, with an appropriate alpha channel. This is the typical mode to feed a downstream compositing application.
Over background. Here, the rendered pixels are actually composited over the original viewing shot. Use this for previews, and for finals if the situation warrants.
UVMap distortion map . This mode enables you to defer the pixel-moving to your compositing app, by outputting the same kind of colorful UV image distortion map used for lens distortion . While this can be handy, it prevents the use of two key ViewShift features: illumination matching and any source frame mode except 1:1, since there's no way for the illumination or frame# information to be carried in the image distortion maps. You can turn off Clip UVmaps if your images have an overscan area and you save the maps in a floating-point format.
Texture map. Use this mode to generated animated texture maps, instead of doing the normal ViewShift processing. For this mode, there should be only a single reflector mesh, and it must have a UV map. Use the texture width and height controls to set the texture size.
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