У вашего броузера проблема в совместимости с HTML5
In this tutorial I will explain what the significance of the new render passes we can export alongside still renderings.
Note, I am by no means a Photoshop expert. There are probably many better more efficient ways of doing what I show. Just showing you guys what works for me. Open to suggestions for improvements though.
I will cover what each of theses mean and how to use them.
A Sky Alpha mask
M Material ID
L Lighting- Similar to Ambient Occlusion Pass
S Specualr Reflection/Highlight Pass - Isolates specular highlights
D Depth Pass or Z Depth
N Normal Map