Beauty AOV
The default AOV is what outputs a "beauty" image:
AOV | Description |
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rgba (color + alpha) | This variable outputs the color and transparency information of the rendered image. This is also called a beauty render pass. This is the default. |
Beauty Components AOVs
The following AOVs can be used to deconstruct the beauty image into several components. They are defined for objects that are shaded by an Hypershade shading network.
AOV | Description | ||||||||
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Diffuse
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Specular | This variable outputs the specular shading component of the rendered image, producing a RGB image similar to a Maya Render Layer configured to output a specular render pass. | ||||||||
Global IlluminationThe following AOVs require the 'Enable Indirect Diffuse' toggle on the render pass to be turned on - see Indirect Illumination - Enable Indirect Diffuse.
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Reflections
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Refraction | This variable outputs refractions to a RGB image. | ||||||||
Incandescence | This variable outputs the effect of the 'Incandescence' shading attribute to a RGB image. | ||||||||
Subsurface Scattering | This variable outputs the diffuse shading component caused by subsurface scattering to an RGB image. |
The images produced by these AOVs can be composited together to re-create the "beauty" image output by 'rgba (color + alpha)'. The various components are additive:
Code Block |
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rgba =
Diffuse (Full Contribution) +
Specular +
Global Illumination (Full Contribution) +
Reflections (Full Contribution)+ Refraction +
Incandescence +
Subsurface Scattering
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Some of these components can be further broken down, always to additive components, as hinted by the chart organization above:
Code Block |
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Diffuse (Full Contribution) = Ambient + Diffuse + Translucence |
Code Block |
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Global Illumination (Full Contribution) = Indirect Diffuse + Environment Diffuse |
Code Block |
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Reflections (Full Contribution) = Objects Reflections + Environment Reflections |