Graphics Reference
In-Depth Information
Sky alpha map : This is represented by A . This is a black-and-white image
that works as a mask and can be used to replace the sky with a different one
or control the sky without affecting the rest of the image.
Depthmap : This is represented by D . This is a grayscale map with
information regarding the distance of the 3D models from the camera. The
most practical application for this render pass is to simulate fog and DOF.
Normalmap : This is represented by N . This is similar to the one used to
create bumps in the materials. This can also be used to change the light
direction, although doing so is not necessary with Lumion.
SpecularReflection map : This is represented by S . This image stores
information regarding the surface's highlights and reflections. This is useful
to improve the reflections and also tint the image.
Lighting map : This is represented by L . This is an image with the light and
brightness information for each surface in your project. This gives great
information to improve the contrast and shadows and allows us to control
the light.
This is the final render result of each of the render passes:
 
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