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[Closed] GBuffer Layers

Hi All

We are working with creating (exporting) RPF files from other 3D app. We’ve no probs with the format itself, but we don’t understand how GBuffer creates layers. So, our question is:

  • there is a “matrix” of anti-aliased sub-pixels, for example 4×4. We know which of them are covered/uncovered by which objects and facets, transparency values etc. So, what are rules to create “final” RPF layered pixel(s)?

Any help/advice will be appreciated. Thank you.

Igors