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The main menu for selecting AOVs is:

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

AOVDescription
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
Refractions

Incandescence
Subsurface scattering 

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 and they are all defined for objects that are shaded by a Hypershade shading network.

Diffuse (Full Contribution) - No full contribution?

Specular - Specular shading component of the image. Similar to a Maya Render Layer configured to output a specular render pass.

Global Illumination (Full Contribution) - The "global illumination" variable, which is (Indirect Diffuse + Environment Diffuse). It requires the Enable Indirect Diffuse attribute turned on in the Indirect Illumination group of rendering attributes (see Indirect Illumination - Enable Indirect Diffuse).

Reflections (Full Contribution) - All reflections, which is (Object Reflections + Environment Reflections).

Refractions - All refractions.

Incandescence - The effect of the 'Incandescence' shading attribute.

Subsurface Scattering - The diffuse shading component caused by subsurface scattering.

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

A few of the AOVs that makes the Beauty can be further decomposed for even more individual control when re-assembling the final image. Here is a description of each of these AOVs:

AOVs for the Diffuse component
Ambient_____________This variable outputs the ambient shading component (from ambient lighting?) to a RGB layer.
DiffuseThis variable outputs the diffuse shading component from direct lighting to a RGB layer. This is similar to a Maya Render Layer configured to output a diffuse render pass.
TranslucenceThis variable outputs the translucence shading component to a RGB layer. , producing a translucence render pass RGB layer.
AOVs for the Reflections component
Indirect DiffuseThis variable outputs the diffuse shading component of indirect lighting (light bouncing off 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 component
Object Reflections

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

Environment Reflections

This variable outputs what appears in reflections when ray traced 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 outputs a RGB layer.

 

The layers produced by these AOVs can be composited together to re-create the Beauty image in the following manner (a simple additive process):

 

 

 

*Full Contribution

 

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