JBL_TUNE 120TWS_Product Image_Exploded View

JBL_TUNE 120TWS_Product Image_Exploded View

ProEXR File Description =Attributes= channels (chlist) compression (compression): Zip dataWindow (box2i): [0, 0, 5999, 4999] displayWindow (box2i): [0, 0, 5999, 4999] lineOrder (lineOrder): Increasing Y pixelAspectRatio (float): 1 screenWindowCenter (v2f): [0, 0] screenWindowWidth (float): 1 type (string): "scanlineimage" =Channels= A (float) Ambient Occlusion Output.A (float) BACKER 2 (2).A (float) Diffuse Shading (Direct) Outp.B (float) Diffuse Shading (Direct) Outp.G (float) Diffuse Shading (Direct) Outp.R (float) Diffuse Shading (Indirect) Ou.B (float) Diffuse Shading (Indirect) Ou.G (float) Diffuse Shading (Indirect) Ou.R (float) INNER BUD CASE3.A (float) INNER CASE.A (float) LED.A (float) LOGO PLATTER.A (float) Luminous Shading Output.B (float) Luminous Shading Output.G (float) Luminous Shading Output.R (float) OUTER CASE.A (float) Reflection Shading Output.B (float) Reflection Shading Output.G (float) Reflection Shading Output.R (float) Shading Incidence Output.A (float) Specular Shading Output.B (float) Specular Shading Output.G (float) Specular Shading Output.R (float) Subsurface Shading Output.B (float) Subsurface Shading Output.G (float) Subsurface Shading Output.R (float) Surface ID Output.B (float) Surface ID Output.G (float) Surface ID Output.R (float) Transparent Shading Output.B (float) Transparent Shading Output.G (float) Transparent Shading Output.R (float) Volumetric Scattering Output.B (float) Volumetric Scattering Output.G (float) Volumetric Scattering Output.R (float) beauty.B (float) beauty.G (float) beauty.R (float) eb OUTER.A (float)

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