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Per-light AOVs
AOV Shaders
AOVs
Light Path Expressions
Per-light AOVs
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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). |
A set of AOV shaders exists to allow easy reading and writing of AOVs from within a shader network.
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Enable AOV Composition is now always enabled and the option has been removed. |
AOV Shaders
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Only shaders with AOV-writing capabilities should be added to 'AOV Shaders' in AOVs. |
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AOV shaders such as Cryptomatte AOVs can also be added to 'AOV Shaders' in AOVs. |
AOVs
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- To add an AOV click on the + button.
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- 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).
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A tutorial about compositing AOVs can be found here. |
Layer Name
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"
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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". |
Light Path Expressions
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You can define custom Light Path Expressions to write lighting components into separate AOVs.
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LPE menu with existing light groups |
Separate File
Render the AOV in a separate file, as opposed to storing it in as an additional channel of the beauty image.
Denoise
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Image Format
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.
Type
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
Precision
Specify whether 16-bit floating point (binary16) or full 32-bit precision is used. By default, this will be the same as the beauty.
Compression
Allows you to set multiple EXR compressions per AOV.
Pixel Filter
Specifies the pixel filter used on the AOV, see the Pixel Filter section for more information. By default, this will be the same as the beauty.
Filter Deep AOV
If set to false disables any filtering operation on this layer's raw data. Useful for normals or ID layers.
Deep AOV Tolerance
Tolerance over which the AOV samples will not be merged together.
Half Precision for Deep AOV
Use 16-bits float for this AOV filtering.
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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 AnchorPer-light AOVs Per-light AOVs
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.
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'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.
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RGBA_red custom AOV in Arnold Output |
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Light path expressions can be used to output light into specific AOVs. |