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The main menu for selecting AVOs is:

Image Added

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:

AOVsDescription
Rgba_______________

Beauty AOV

The default AOV is what outputs a "beauty" image:

AOVDescription
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
Specular
Global Illumination
Reflections
Incandescence
Subsurface scattering 

This group of AOVs can be used to deconstruct the

...

Diffuse

ambient rendered
AOVDescription
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.

AOVDescription

Diffuse (Full Contribution) - No full contribution?

Specular -

This variable outputs the

specular shading component of the

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

an ambient render pass RGB image.This variable outputs the translucence a translucence Specular specular of the rendered image image a specular

Global Illumination

The following AOVs require the 'Enable Indirect Diffuse' toggle on the render pass to be turned on - see Indirect Illumination - Enable Indirect Diffuse.

the "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse), to a RGB image. image image

Reflections

raytraced image image
AOVs for the Diffuse sub-components
Ambient_____________This variable outputs the ambient
DiffuseThis 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 shading component of the rendered image, producing an ambient render pass RGB image.
DiffuseThis variable outputs the diffuse shading component from direct lighting, producing a RGB layer similar to a Maya Render Layer configured to output diffuse render pass.
Translucence
AOVDescription
Full ContributionThis variable outputs the translucence shading component of the rendered image, producing a translucence render pass RGB layer.
AOVs for the Reflections sub-components
Indirect DiffuseThis variable outputs the diffuse shading component of indirect lighting (light being diffused by surrounding objects) to a RGB layer.
Environment DiffuseThis variable outputs the diffuse shading component of the environment lighting to a RGB layer; 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
AOVDescription
Full ContributionThis 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

ray traced rays that hit surrounding objects to an RGB

layer.

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

layer.

RefractionThis variable outputs refractions to a RGB image.
IncandescenceThis variable outputs the effect of the 'Incandescence' shading attribute to a RGB image.
Subsurface ScatteringThis 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
Diffuse (Full Contribution) = Ambient + Diffuse + Translucence
Code Block
Global Illumination (Full Contribution) = Indirect Diffuse + Environment Diffuse

...

Diffuse*
=
Ambient
+
Diffuse
+
Translucence


 

Global Illuminations*
=
Indirect Diffuse
+
Environment Diffuse

 

Reflections*
=
Objects Reflections
+
Environment Reflections

*Full Contribution