Method
This node allows GBuffer channels from a rendered scene to be used as video nodes for compositing or export purposes. By default, the base render layer is used as the GBuffer source, but a Render Layer may be supplied via appropriate input.
For most channels to be accessible, Deferred Rendering must be enabled in the root node.
*Use a Video Exporter node to export the contents of the GBuffer To Image node to video. Multiple channels may be exported separately and simultaneously.
Attributes
Name |
Description |
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Preview In Viewport |
Preview the effect blended with alpha in the viewport. |
Preview RGB In Viewport |
Preview the RGB values in the viewport. |
Preview Alpha In Viewport |
Preview the alpha values in the viewport. |
Source Channel |
This selects which channel from the Gbuffer to generate as an image. |
Output Format |
The format to use for the output image. |
Channel |
Description |
Reference image |
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Composite Colour |
The composited output from the viewport. |
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Colour |
The unshaded colour of all objects in the scene. |
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Alpha |
The Alpha channel of the scene. As its a Gbuffer output, only alpha from geometry will be accepted (e.g Shadow Catcher), not the full layer alpha. |
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Normal – World Space |
The normals of all surfaces in the scene, relative to the world. |
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Normal – Local Space |
The normals of all surfaces in the scene, relative to the camera. |
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Specular Colour |
The colour of specular lighting on all surfaces in the scene. |
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Depth – Camera Space |
The depth of all surfaces in the scene away from the camera, without compensating for the camera far plane. |
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Depth – Camera Space (Normalised) |
The depth of all surfaces in the scene away from the camera, compensating for the camera far plane. |
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World Position |
The position of each point in the scene in world space. |
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Object mask |
Uses geometry to mask all surfaces in the scene. |
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Object ID |
Colours objects using their internal Object ID’s. |
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Material ID |
Colours objects using their internal Material ID’s. |
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Object ID (False Colours) |
Colours objects using their internal Object ID’s – but with false colours to make differences more obvious. |
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Material ID (False Colours) |
Colours objects using their internal Material ID’s – but with false colours to make differences more obvious. |
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Roughness |
Colours Objects using the different values of roughness on object surfaces. |
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Metallicness |
Colours Objects using the different values of metallicness on object surfaces. |
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Nodegraph |
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Inputs
Name |
Description |
Typical Node Input |
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Render Layer |
Use the gbuffer of a specific render layer. |
Render Layer |
Effect Mask |
Mask out areas that Post-FX applied to this node won’t be applied. |
Video Loader |
Alpha Image |
Add an image to control the alpha values of the image. |
Video Loader |
Outputs
Outputs an image or video that can be connected to any relevant video input, most commonly an Image 2D node.