[C4D] Object Buffer
Things are starting to get more interesting. You'll see I have three Object Buffer channels set up for mutipass rendering. One important thing to remember is to turn ON the checkboxes labeled "Enable Multi-pass Rendering" and "Save Multi-pass Image"
What's an Object Buffer?
an Object Buffer is rendered as an alpha channel containing ONLY alpha information related to the object it is applied to. Normally in 3D, an alpha channel takes the whole scene into account. This can be a bad thing when using things like Sky Objects or Background Plates, as those eliminate the scene-wide alpha channel. With Object Buffers, we can get back some crucial image data.
For example if you have 3 sphere objects so you can give a number in each sphere object in the compositing tags.
Now, go to the Object Manager and you'll notice I've applied a compositing tag to each sphere object. Double-click the compositing tag on Sphere 1 to open the tag properties, see image below
Now, the "1" I've input here is just a number... think of it as the name of the alpha channel: "Alpha Channel #1". If you open the compositing tags on the other two spheres, you'll see that each one has it's own Object Buffer number assignment. Sphere 2 has been assigned #2, Spherer 3 is Object Buffer #3, etc. (Note: the Object Buffer number only matches the sphere number in order to help keep the tutorial easy to understand. You could just as easily use "9" instead of "3" if you needed to.)
Now, in the render settings click on the Multi-pass tab
In the top-right corner of the dialog next to the Channels: label you see a pulldown menu; use that menu to add various image layers (such as reflection, diffuse, or object buffers)
Support for
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