The RLA format is a popular SGI format that supports the ability to include arbitrary image channels. While setting up a file for output, if you select RLA Image File from the list and click the Setup button, you'll go to the RLA setup dialog. Once there, you can specify what channels (and what format) you want to write out to the file.
Clicking Render or Setup in the Render Output File dialog displays the RLA Image File Format dialog.

The standard channels are RGB color and the alpha (transparency) channel.
Bits per Channel—Choose either 8 or 16 as the number of bits per channel. Default=8.
Store Alpha Channel—Choose whether to save the alpha channel. Default=selected.
For output RLA files, there are eight additional channels that you can generate (and view in the virtual frame buffer):
Z Depth—Displays Z-Buffer information in repeating gradients from white to black. The gradients indicate relative depth of the object in the scene.
Material Effects—Displays the Effects Channel used by materials assigned to objects in the scene. The Effects Channel is a material property set in the Material Editor and used during Video Post compositing. Each Effects Channel ID is displayed using a different random color.
Object—Displays the G-Buffer Object Channel ID assigned to objects using the Object Properties dialog. The G-Buffer ID is used during Video Post compositing. Each G-Buffer ID is displayed using a different random color.
UV Coordinates—Displays the range of UV mapping coordinates as a color gradient. This channel shows where mapping seams might occur.
Note: UV Coordinates will not be displayed on objects that have the UVW Map Modifier applied unless a map has been applied that uses the coordinates.
Normal—Displays the orientation of normal vectors as a grayscale gradient. Light gray surfaces have normals pointing toward the view. Dark gray surfaces have normals pointing away from the view.
Non Clamped Color—Displays areas in the image where colors exceeded the valid color range and were corrected. The areas appear as bright saturated colors usually around specular highlights.
The Z-Coverage feature is provided primarily for developers, and should aid in the antialiasing of Z-buffers.
Background—Saves the color of the object behind the front object. This channel is really only valid when the coverage of the front object is less than total, or when the front object is at least partially transparent. However, if a pixel on the front object completely covers a pixel on the back object, and is opaque, the background color channel is not generated for that pixel. Instead, it uses the color of the background.
As with the Z-Coverage channel, this feature is primarily included for developers.
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