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Display Name | Description |
---|---|
idisplay | The rendered image is sent to i-display |
maya_render_view | The rendered image is displayed in Maya’s Render View. Note that this display driver should not be used when rendering to a RIB file since it only works for rendering launched in Maya by 3Delight For Maya. |
tiff | The AOV is saved in TIFF format |
iff | The image/AOV is saved in IFF format. Note that only 8 bits RGB or RGBA images can be output by the IFF display driver. |
exr | The rendered image/AOV is output in a file in "Open EXR" format. The Open EXR libraries, which are not included in the 3Delight package, must be installed. This display driver only works in 16-bits float or 32-bits float. |
cineon | The rendered image is output in a file in Cineon format. It is recommended to set the Bit Depth 32 bit float. |
zfile | The rendered AOV will be a depth map file. It is recommended to set the bit depth to 32 bit float. The AOV in this case should be set to ‘z’. |
eps | The rendered image is output in a file in Encapsulated PostScript format. |
bmp | The rendered image is output in a file in BMP format. |
psd | The rendered image is output in a file in PSD format. |
radiance | The rendered image is saved in Radiance format. This display driver only works in 32 bits float. |
null | The rendered image is discarded. |
shadowmap | The rendered image will be a depth map in TIFF format, suitable to be used as a shadow map. Bit Depth has to be set to 32 bit float and the AOV to 'z'. |
Texture | The rendered image will be a mipmap TIFF, suitable to be used as a texture map without the need of converting it with tdlmake. |
dsm | The rendered image will be a "Deep Shadow Map". The deep shadow map display driver has several restrictions: the Bit Depth attribute should be set to 32 bit float and the AOV should be set to "rgba". The required Pixel Filter is ‘box’ and the required Filter Width is 1 x 1. |
jpg | The rendered image is output in a file in JPEG format. |
pic | The rendered image is output in a file in Softimage’s PIC format. |
png | The rendered image is output in a file in PNG format. |
AOV
Indicates what variable will be output during this render. The most common values are ‘rgba’ or ‘rgb’ for RGBA and RGB outputs respectively. You can specify here any predefined output variable or arbitrary output variables that your shaders are using. Inline declarations of arbitrary output variables are allowed, meaning that it is permitted to preceded a variable name with its type to declare it and specify it for the display mode all at once. Right-clicking on the text field brings up a popup menu that lists available predefined output variables. The available values that are relevant regardless of the shaders assigned of to scene elements are:
‘[’This item is selected when a custom variable name is typed in the text field. ‘
AOV | Description |
---|---|
user specified |
z [depth] |
For a given pixel, this variable outputs the distance between the camera and the object visible at this pixel. |
Bit depth should de set to 32 bits. |
rgb [color] |
This variable outputs the color information of the rendered image. |
‘a [alpha channel]’ | This variable outputs the transparency information of the rendered image. |
‘Oi [3-channel alpha]’ | This variable outputs the R, G and B transparency information of the rendered image. |
‘rgba [color + alpha]’ |
‘[user specified]’
This item is selected when a custom variable name is typed in the text field.
‘z [depth]’
‘rgb [color]’
This variable outputs the color and transparency information of the ren- dered image. This is also called a beauty render pass. This is the default.
Chapter 3: The User Interface 56
The following AOVs are defined for scene elements shaded using Maya’s Hypershade. Note that any AOV whose name contains "no shadow" involves extra shading compu- tation computation and will make the scene longer to render. The available AOVs are:
‘ambient’ ‘diffuse’
‘specular’
This variable outputs the ambient shading component of the rendered image, producing an ambient render pass RGB image.
This variable outputs the diffuse shading component of the rendered im- age, producing a RGB image similar to a Maya Render Layer configured to output a diffuse render pass.
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.
‘reflection’
This variable outputs the reflection shading component of the rendered image, producing a reflection render pass RGB image.
‘refraction’
This variable outputs the refraction shading component of the rendered image, producing a refraction render pass RGB image.
‘shadow’
This variable outputs the shadow intensity in the alpa component of a RGBA image, in a similar fashion to a Maya Render Layer configured to output a shadow render pass. Note that in addition to objects being shaded with Maya’s Hypershade, the light sources must also be shaded with Maya’s Hypershade for this output variable to work properly (put differently, the light must not have a RenderMan shader attached to it).
‘incandescence’
This variable outputs the incandescence shading component of the ren- dered image, producing a incandescence render pass RGB image.
‘translucence’
This variable outputs the translucence shading component of the rendered image, producing a translucence render pass RGB image.
‘diffuse no shadow’
This variable outputs the diffuse color shading component of the rendered image, unattenuated by any shadows. The result is identical to what is produced by the ‘diffuse’ AOV when light sources do not cast any shadows.
‘diffuse intensity’
This variable outputs a grayscale image representing the intensity of the diffuse shading component.
‘diffuse intensity no shadow’
This variable outputs a grayscale image representing the intensity of the diffuse shading component without any attenuation made by shadows. If there are no shadow-casting light sources, the result is identical to the ‘diffuse intensity’ AOV.
‘key lights diffuse intensity’
The output of this AOV is similar to the ‘diffuse intensity’ AOV, but will only take into account light sources that have a ‘key light’ attribute set to true. Refer to the [key light attribute], page 41.
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