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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 image. This is also called a beauty render pass. This is the default.

Beauty Components AOVs

The following AOVs can be used to deconstruct the beauty image into several components. They are defined for objects that are shaded by an Hypershade shading network.

AOVDescription

Diffuse

AOVDescription
AmbientThis variable outputs the ambient 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 image similar to a Maya Render Layer configured to output a diffuse render pass.
TranslucenceThis variable outputs the translucence shading component of the rendered image, producing a translucence render pass RGB image.
Specular

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.

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.

AOVDescription
Full ContributionThis variable outputs the "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse), to a RGB image.
Indirect DiffuseThis variable outputs the diffuse shading component of indirect lighting (light being diffused by surrounding objects) to a RGB image.
Environment DiffuseThis variable outputs the diffuse shading component of the environment lighting to a RGB image; it requires a properly configured environment shape to be set in the render pass' 'Environment Light' attribute. See Scene Elements - Environment Light.

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 raytraced rays that hit surrounding objects to an RGB image.

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 image.

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 images produced by these AOVs can be composited together to re-create the "beauty" image output by 'rgba (color + alpha)'. The various components are additive:

 

rgba = 
	Diffuse (Full Contribution) + 
	Specular + 
	Global Illumination (Full Contribution) + 
	Reflections (Full Contribution)+ Refraction + 
	Incandescence + 
	Subsurface Scattering

 

Some of these components can be further broken down, always to additive components, as hinted by the chart organization above:

 

Diffuse (Full Contribution) = Ambient + Diffuse + Translucence
Global Illumination (Full Contribution) = Indirect Diffuse + Environment Diffuse
Reflections (Full Contribution) = Objects Reflections + Environment Reflections
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