You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 7 Next »

The AOV Selector.

To add (or remove) AOVs from your list of layers, select (or unselect) the AOVs you want from the following tables:

  • Shading Components
  • Auxiliary Variables

After you have made your selections and press OK, only those that are selected will appear in the list of layers.

Shading Components


This group of AOVs can be used to deconstruct the Beauty image into several components that can be easily re-assembled using a simple additive combination. They each output to a RGB layer.

Here is a description the AOVs that are part of the Shading Components:

AOV

Description

primaryThis variable outputs the color and transparency information of the complete image. This is also called the Beauty.

Diffuse

Diffuse contribution.

Subsurface ScatteringSubsurface scattering contribution.
ReflectionsReflections contribution.
RefractionsRefractions contribution.
IncandescenceIncandescence contribution.

Compose the layers produced by these AOVs to re-create the primary image in the following manner (a simple additive process):


Primary (color + alpha)
=
 Diffuse
+
 Subsurface Scattering
+

Reflections
+
Refractions
+
Incandescence 


Auxiliary Variables


Most auxiliary AOVs have values that are relevant regardless of the shaders assigned to the scene elements. The following are the auxiliary variables that are sometimes found useful:

 

Auxiliary AOV

Description

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
Camera Space NormalsThis variable outputs a color-coded representation of camera space normals.
UV
Geometry ID
Scene Path ID
Surface Shader ID
  • No labels