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Position Pass 位置通行证

Basic Properties

基本属性

Space

太空

In the image above you can see the information a Position Pass receives from a 3D composition. At the top left is the normal RGB image as well as different spatial modes. 在上面的图片中,你可以看到一个立场通过从一个3D 组成接收到的信息。左上角是正常的 RGB 图像以及不同的空间模式

Select the coordinate system that should be used to code the coordinates

选择应该用于编码坐标的坐标系

World

世界

The calculation will be made from the world origin outward. This is the most commonly used mode (often also referred to as, World Position Pass’ or, WPP’).

计算将从世界原点向外进行。这是最常用的模式(通常也称为“世界位置通行证”或“ WPP”)。

Camera

相机

The calculation will be made from the camera’s coordinate system outward.

计算将从相机的坐标系向外进行。

Object

对象

The calculation will be made separately for each objec from its respective origin.

每个项目的计算将从其各自的起点分别进行。

Channel Order

频道顺序

Use this option to define which axis is assigned to which color channel. The most commonly used are RGB and BGR. Generally speaking, this sequence depends on the compositing application you decide to use.

使用此选项可定义将哪个轴分配给哪个颜色通道。最常用的是 RGB 和 BGR。一般来说,这个顺序取决于您决定使用的合成应用程序。

Scale[0..+∞]

比例[0. . + ∞]

Use this setting to define the scaling for the coding.

使用此设置定义编码的缩放比例。

  • A value of 的值1 represents a distance of 1cm in the Project in the Position Pass channel. 代表工程项目中位置通道内1厘米的距离
  • A value of 的值0.1 represents a distance of 1mm in the Project in the Position Pass channel. 表示工程项目中位置通道内的1毫米距离

Invert Z

Depending on the compositing application used, the Z axis will be calculated differently. Many applications have the Z axis as facing to the front (in Cinema 4D the Z axis faces to the rear), which means you would have to enable this option.

根据使用的合成应用程序不同,z 轴的计算方法也不同。许多应用程序的 z 轴面向前方(在Cinema 4D 中,z 轴面向后方) ,这意味着你必须启用这个选项。