The main menu for selecting AVOs is:
Each item allows to select an AOV. The menu is devided into three sections (by the separators). Here is a description of each section and individual AOVs:
AOVs | Description |
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Rgba_______________ |
Beauty AOV
The default AOV is what outputs a "beauty" image:
AOV | Description |
---|---|
rgba (color + alpha) | This variable outputs the color and transparency information of the rendered complete image. This is also called a beauty render passthe Beauty. This is the default. |
Beauty Components AOVs
...
Diffuse | This group of AOVs can be used to deconstruct the |
...
AOV | Description | Ambient | Beauty image into several components that can be easily re-composed together in compositing by simple additions. They are defined for objects that are shaded by an Hypershade shading network. |
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AOV | Description | ||
Diffuse (Full Contribution) - No full contribution? Specular - | This variable outputs the | ambient specular shading component of the | rendered image, producing a RGB layer similar to a Maya Render Layer configured to output a specular render pass. Global Illumination (Full Contribution) - This variable outputs the "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse), to a RGB layer. It requires the Enable Indirect Diffuse attribute in the Indirect Illumination group or rendering attributes - see Indirect Illumination - Enable Indirect Diffuse. Reflections (Full Contribution) - This variable outputs all reflections, which is (Object Reflections + Environment Reflections) to a RGB layer. Refractions - This variable outputs refractions to a RGB layer. Incandescence - This variable outputs the effect of the 'Incandescence' shading attribute to a RGB layer. Subsurface Scattering - This variable outputs the diffuse shading component caused by subsurface scattering to an RGB layer. |
Auxiliary Deprecated | The AOVs in the Auxiliary and Deprecated sub-menus are described in the pages: Auxiliary AOVs and Deprecated AOVs. |
Sub-components
AOVs for the Diffuse sub-components | |||||
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Ambient_____________ | This variable outputs the ambient | an ambient render pass RGB image.||||
Diffuse | This variable outputs the diffuse shading component from direct lighting.producing a RGB image similar to a Maya Render Layer configured to output a diffuse render pass. | Translucence | This variable outputs the translucenceshading component of the rendered image, producing | a translucencean ambient render pass RGB image. | |
Diffuse | This variable outputs the | speculardiffuse shading component | of the rendered imagefrom direct lighting, producing a RGB | imagelayer similar to a Maya Render Layer configured to output | a speculara diffuse render pass. |
Translucence | |||||
AOV | Description | Full Contribution | This variable outputs | the "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse), to a RGB image.the translucence shading component of the rendered image, producing a translucence render pass RGB layer. | |
AOVs for the Reflections sub-components | |||||
Indirect Diffuse | This variable outputs the diffuse shading component of indirect lighting (light being diffused by surrounding objects) to a RGB | imagelayer. | |||
Environment Diffuse | This variable outputs the diffuse shading component of the environment lighting to a RGB | imagelayer; it requires a properly configured environment shape to be set in the render pass' 'Environment Light' attribute. See Scene Elements - Environment Light. | |||
AOVs for the Reflections sub-components | |||||
Object Reflections | |||||
AOV | Description | ||||
Full Contribution | This variable outputs all reflections, which is (Object Reflections + Environment Reflections) to a RGB image. | Object Reflections | This variable outputs what appears in reflections due to | raytraced ray traced rays that hit surrounding objects to an RGB | imagelayer. |
Environment Reflections | This variable outputs what appears in reflections when raytraced rays hit nothing (i.e. what is controlled by the 'Reflected Color' attribute of the shader). This variable also contains the environment reflections when then render pass has a properly configured environment shape set in the pass' 'Environment Light' attribute (see Scene Elements - Environment Light). This variable output an RGB | imagelayer. | |||
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 layers The images produced by these AOVs can be composited together to re-create the "beauty" image output by Beauty image (the 'rgba (color + alpha)'. The various ) as these components are additive:
...
rgba (color + alpha)
=
Diffuse*
+
Specular
+
Global Illumination*
+
Reflections*
+
Refraction
+
Incandescence
+
Subsurface Scattering
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 |
...
Diffuse*
=
Ambient
+
Diffuse
+
Translucence
=
Indirect Diffuse
+
Environment Diffuse
Reflections*
=
Objects Reflections
+
Environment Reflections
*Full Contribution