Material Editor > Material Effects Channel
The buttons on the Material Effects Channel flyout tag a material as a target for a rendering effect based on the G-buffer channel, or for storing with a rendered image saved in RLA (.rla) or RPF (.rpf) file format.
For example, you might want a material to glow wherever it appears in the scene. The material is in the Material Editor and the glow comes from a rendering effect.
First, you add a Glow rendering effect and set it up so that it operates on effects ID 1. Use Material Effects Channel to give the material an ID number of 1, then apply the material to objects in the scene in the usual way.
An ID of zero means that the effects channel is not used. To use the channel, assign an ID from 1 to 15.
To save the channel data with the rendering, use the .rla or .rpf format.
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