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The main menu for selecting AVOs is:

Each item allows to select an AOV. The menu is devided into three sections (by the separators). Here is a description of each section and individual AOVs:

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

Diffuse
Specular
Global Illumination
Reflections
Incandescence
Subsurface scattering 

This group of AOVs can be used to deconstruct the Beauty image into several components that can be easily re-composed together in compositing by simple additions. They are defined for objects that are shaded by an Hypershade shading network.

Diffuse (Full Contribution) - No full contribution?

Specular - This variable outputs the specular shading component of the image, producing a RGB layer similar to a Maya Render Layer configured to output a specular render pass.

Global Illumination (Full Contribution) - This variable outputs the "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse), to a RGB layer. It requires the Enable Indirect Diffuse attribute in the Indirect Illumination group or rendering attributes - see Indirect Illumination - Enable Indirect Diffuse.

Reflections (Full Contribution) - This variable outputs all reflections, which is (Object Reflections + Environment Reflections) to a RGB layer.

Refractions - This variable outputs refractions to a RGB layer.

Incandescence - This variable outputs the effect of the 'Incandescence' shading attribute to a RGB layer.

Subsurface Scattering - This variable outputs the diffuse shading component caused by subsurface scattering to an RGB layer.

Auxiliary
Deprecated 
The AOVs in the Auxiliary and Deprecated sub-menus are described in the pages: Auxiliary AOVs and Deprecated AOVs.

Sub-components

AOVs for the Diffuse sub-components
Ambient_____________This 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 layer 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 layer.
AOVs for the Reflections sub-components
Indirect DiffuseThis variable outputs the diffuse shading component of indirect lighting (light being diffused by surrounding objects) to a RGB layer.
Environment DiffuseThis variable outputs the diffuse shading component of the environment lighting to a RGB layer; it requires a properly configured environment shape to be set in the render pass' 'Environment Light' attribute. See Scene Elements - Environment Light.
AOVs for the Reflections sub-components
Object Reflections

This variable outputs what appears in reflections due to ray traced rays that hit surrounding objects to an RGB layer.

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 layer.

 

The layers produced by these AOVs can be composited together to re-create the Beauty image (the 'rgba (color + alpha)') as these components are additive:

 

rgba (color + alpha)
=
Diffuse*
+
Specular
+
Global Illumination*
+
Reflections*
+
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*
=
Ambient
+
Diffuse
+
Translucence


 

Global Illuminations*
=
Indirect Diffuse
+
Environment Diffuse

 

Reflections*
=
Objects Reflections
+
Environment Reflections

*Full Contribution


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