It’s Miller Time ~ Here’s to the Original Social Media

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ProEXR File Description

=Attributes=
cameraAperture (float): 36
cameraFNumber (float): 8
cameraFarClip (float): 1e+30
cameraFarRange (float): 1e+18
cameraFocalLength (float): 40
cameraFov (float): 25.3608
cameraNearClip (float): 0
cameraNearRange (float): 0
cameraProjection (int): 0
cameraTargetDistance (float): 0.735812
cameraTransform (m44f): [{1, 0, -0, 0}, {0, 0, -1, 0.0611387}, {0, 1, -0, 0.768383}, {0, 0, 0, 1}]
channels (chlist)
compression (compression): Zip
dataWindow (box2i): [0, 0, 8999, 5061]
displayWindow (box2i): [0, 0, 8999, 5061]
lineOrder (lineOrder): Increasing Y
name (string): ""
pixelAspectRatio (float): 1
screenWindowCenter (v2f): [0, 0]
screenWindowWidth (float): 1
type (string): "scanlineimage"

=Channels=
A (half)
AP Can (2).B (half)
AP Can (2).G (half)
AP Can (2).R (half)
AP Can.B (half)
AP Can.G (half)
AP Can.R (half)
AP Drop.B (half)
AP Drop.G (half)
AP Drop.R (half)
AP Steel (2).B (half)
AP Steel (2).G (half)
AP Steel (2).R (half)
AP Steel.B (half)
AP Steel.G (half)
AP Steel.R (half)
B (half)
DR.B (half)
DR.G (half)
DR.R (half)
Diffuse Filter.B (half)
Diffuse Filter.G (half)
Diffuse Filter.R (half)
Diffuse Shading (Direct) Output.B (half)
Diffuse Shading (Direct) Output.G (half)
Diffuse Shading (Direct) Output.R (half)
Diffuse Shading (Indirect) Output.B (half)
Diffuse Shading (Indirect) Output.G (half)
Diffuse Shading (Indirect) Output.R (half)
Diffuse Shading (Total) Output.B (half)
Diffuse Shading (Total) Output.G (half)
Diffuse Shading (Total) Output.R (half)
G (half)
R (half)
Raw Total Light.B (half)
Raw Total Light.G (half)
Raw Total Light.R (half)
Reflection.B (half)
Reflection.G (half)
Reflection.R (half)
Refraction.B (half)
Refraction.G (half)
Refraction.R (half)
Shading Incidence.B (half)
Shading Incidence.G (half)
Shading Incidence.R (half)
Specular.B (half)
Specular.G (half)
Specular.R (half)
Z (float)

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