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Auxiliary AOV | Description |
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Z (depth) | For a given pixel, this variable outputs the distance between the camera and the object visible at this pixel. It produces a single channel layer. Bit depth should be set to 32 bits. This AOV is defined for all objects regardless of the shader. |
Camera Space Position | This variable fills the image with the object position in camera space. Each image pixels is a position (x, y, z) in that space, in floating point values. The origin of the camera space is place at the camera (the center of the image). The camera looks towards the negative Z axis, so all pixels will show a negative value for the Z coordinate. |
Camera Space Normals | This variable outputs a color-coded representation of camera space normals. |
UV | The built-in UV values of the primitives are output to the first two channels of the rendered image, as float values. Each pixel will contain (u, v, 0.0). |
Geometry ID | Every rendered object has an "object ID", which is an arbitrary value defined by the renderer. This variable will produce the object ID as a float value. The image produced contains a single value per pixel. |
Scene Path ID | Each rendered scene path has an ID, which is an arbitrary value defined by the renderer. An important distinction between Scene Path ID and Geometry ID is that since the object scene path is used to define the value, each object instance will have a distinct scene path ID, while all instances will share the same geometry ID. This variable produces the scene path ID as a single float value per pixel. |
Surface Shader ID | Each surface material has an arbitrary ID, defined by the renderer. All objects using a given material will have the same surface shader ID. This variable produces the surface shader ID as a single float value per pixel. |