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.
Each added layer that uses a shading component AOV will be rendered for every lighting element selected in the Multi-Light list.
Here is a description the AOVs that are part of the Shading Components:
AOV | Description |
---|---|
primary | This variable outputs the color and transparency information of the complete image. This is also called the Beauty. |
Diffuse | Diffuse contribution. |
Subsurface Scattering | Subsurface scattering contribution. |
Reflections | Reflections contribution. |
Refractions | Refractions contribution. |
Incandescence | Incandescence 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. For this reason, they are unaffected by the Mutli-Light selection.
The following are the auxiliary variables that are sometimes found to be 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 Normals | This variable outputs a color-coded representation of camera space normals. |
UV | |
Geometry ID | |
Scene Path ID | |
Surface Shader ID |