CHANNEL DISPLAY

The Different Channel Display Options From The Options Menu

IMPORTANT! This set of display options only shows overlays for opaque materials, however transparent objects should obey the same rules that these overlays are designed to check.

This option permits you to view the different PBR channels used in the generation of the terrain and other assets. This will be set to Disabled by default so that things are rendered as normally, however you can select any of the options listed below to render the different texture components of the scene so you can debug them individually.

NOTE: This window can be "detached" to create a dockable DevMode window. See here for more information: Detachable Menus.

 

 

Disabled

Selecting this option will disable the Channel Display and return the simulation to full, correct rendering.

 

 

Albedo

Selecting this will highlight any issues with the albedo texture from the materials in the scene:

Channel Display Albedo OptionIn this view, textures will flash one of the following colours to indicate a potential issue:

  • Red: too dark (dielectric)
  • Blue: too bright (dielectric)
  • Magenta: too dark (metal)

 

 

Metal

When you select this option, the scene will render the "metalness" channel of the materials in the scene for you to debug:

Channel Display Metalness Option

 

 

Roughness

When you select this option, the scene will render the "roughness" channel of the materials in the scene for you to debug:

Channel Display Roughness Option

 

 

Radiance (srgb, exposure applied)

This view will show up any emissive elements that are present in the scene currently being rendered.

Channel Display Radiance Option

 

 

AO (Ambient Occlusion)

When this is selected the simulation will render those elements that have ambient occlusion baked into them.

Channel Display Ambient Occlusion OptionIf you see any areas in the image that are flashing green, then these areas have an AO of zero and light shouldn't be able to reach the area (meaning you shouldn't be able to see it).

 

 

Interior Mask

The Interior Mask option is a debug view used to check and see if there are any lights which have not been flagged as part of the interior. This mask is applied to the aircraft interior objects only, and it will be computed from the baked Ambient Occlusion (the R component of the Occlusion(R) Roughness(G) Metallic(B) texture) such that there should be smooth transitions near windows or areas of the cockpit opened to the outside.

Channel Display Interior Mask Option

While in this view, a white value in the AO map will be considered as fully exterior which means it will reflect the exterior and be lit by any exterior flagged light, while any value below 0.5 (in linear space, ie: 188/255 sRGB) will be considered fully interior and will not reflect any of the exterior, nor will it be lit by any exterior lights.

 

 

Normals (World)

Selecting this option will render the normal map for all the materials used, not just in your aircraft, but for the world around:

Channel Display Normals Option

 

 

NdotL

With this option you can get the scene to render the diffuse lighting based on the materials being used:

Channel Display NdotL Option

 

 

Depth

When enabled, this option permits you to see the depth buffer for the scene, where lighter objects are further away from the camera, and darker objects are closer to the camera:

Channel Display Depth Option