If you're unfamiliar with the OpenEXR file format, visit this page for more specific background information.
Some of the OpenEXR render passes included in our assets are:
- Motion Vector - Used to create natural motion blur when compositing.
- ID Utility Pass - Separates an element into sections for masking or other corrections (ex. Top Surface, Inside Walls, Ground Surface).
- Normal - Used to display the direction that any surface is pointing and can be used to change the lighting of an element.
- Camera Depth - Grayscale image used to represent the distance from the camera for any portion of an element. Typically used for masking.
- Diffuse - The original color of the element without any lighting applied.
- Global Illumination - Lighting that is created from light bouncing off one surface and onto another.
- Reflection - Image with only the reflections.
- Dust - Render pass with only the dust.
- RGB Light Pass - Similar to a normal pass but it uses red, green, and blue lights and is used for some of our volume products such as Gun Smoke.
- RGB Pass - A Red/Blue/Green image.
- Volume Light Pass - This would be the light-emitting portions for a volume such as the fire in an explosion.
For more technical documentation on OpenEXR files, click here.