Multiexcerpt include MultiExcerptName synopsis nopanel true PageWithExcerpt A5AFMUG:AOVs
It is possible to view AOVs while rendering in MPlay, Render View (right click and enable the View Bar to see the AOV chooser) and Render Region (right click and select the AOV from the Image Plane menu).
Enable AOV Composition is now always enabled and the option has been removed.
Multiexcerpt include MultiExcerptName aov_shaders nopanel true PageWithExcerpt A5NodeRef:options
Only shaders with AOV-writing capabilities should be added to 'AOV Shaders' in AOVs.
AOV shaders such as Cryptomatte AOVs can also be added to 'AOV Shaders' in AOVs.
- To add an AOV click on the + button.
- To choose the type of AOV click on the down arrow to the right of AOV 1. You will see a list of available AOVs (with their associated LPE).
A tutorial about compositing AOVs can be found here.
Output layer names can be customized in file formats that support layers (regular or deep EXR) by adding an optional custom layer name after the driver name in the
options.outputs string. E.g.
outputs 2 1 STRING "RGBA RGBA gaussian_filter driver_exr beauty" "RGBA RGBA variance_filter driver_exr beauty_variance"
Output layers in files that support layers (such as regular or deep EXR files) can be individually set to type HALF by adding an optional HALF modifier to the corresponding output string. For instance: "my_aov RGB filter driver HALF".
You can define custom Light Path Expressions to write lighting components into separate AOVs.
LPE menu with existing light groups
Render the AOV in a separate file, as opposed to storing it in as an additional channel of the beauty image.
Specifies the image format of the AOV if it is being rendered to a separate file. See the Image Format section for more information. By default, this will be the same as the beauty.
The type of data to be written in the AOV - RGBA, float, vector, etc. At the moment Arnold for Houdini will not specify a default type for each AOV so you will have to explicitly set this. This will be updated in a future release. Refer to the list below for what type to use for each AOV.
- Depth [z] - float
- Point [P] - point
- Nomal [N] - vector
- Object Labels [ID] - rgb
- Opacity - rgb
- CPU Time - float
- Ray Count - float
- Shader Layers - rgb
Specify whether 16-bit floating point (binary16) or full 32-bit precision is used. By default, this will be the same as the beauty.
Allows you to set multiple EXR compressions per AOV.
If set to false disables any filtering operation on this layer's raw data. Useful for normals or ID layers.
Tolerance over which the AOV samples will not be merged together.
Use 16-bits float for this AOV filtering.
The Mix shader only works with AOVs of type RGB. If an AOV exists but is not specified on the AOVs tab, some limited mixing will occur, without a smooth transition: if the mix value is 0 or less, input1 will be output, else input2. Leaving an AOV name blank will disable mixing.
Per-light AOVs Per-light AOVs
Each light object has an 'AOV Light Group' attribute which can be used to write out the light contribution to a separate AOV with a corresponding name. To create a per-light AOV you must do the following:
- Enter a name for the per-light AOV in the 'AOV Light Group' of the light.
'Red' entered in AOV Light Group
2. Add a custom AOV in the Render Output. For example, if the light group name is “red”, then the AOV name should be
RGBA_red (if you want the red light contribution to the beauty). Or
diffuse_red if you want just the red light contribution to the diffuse.
RGBA_red custom AOV in Arnold Output
Light path expressions can be used to output light into specific AOVs.