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Info

Notice that data passes (normals, z-depth, world position, etc) are not filtered by default. Filtering together values may result in errors and nonsense values so it is avoided. Additive passes meant for beauty compositing are typically filtered the same to provide clean images and improved anti-aliasing.

 


id, rawId, z all use zmin filtering by default.

cpuTime and sampleCount use the sum filter by default.

Info

Post motion blur (2D Motion Blur vectors) can be important to a pipeline. While we recommend using motion blur in the render, sometimes a lack of resources forces this to post processing.

dPdtime AOVs are useful for post blurring in 2D but this does not contain camera motion blur (the camera movement)

dPcameradtime AOVs are available for camera motion blur. This means motion blur can be separated and controlled with finer detail, especially if the camera movement introduced more blur than you'd like artistically, you can adjust it separately. A static camera will produce no results for this AOV and thus no example below. If you render from a locked camera then it can be omitted without penalty.

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On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.

DeclarationContentChannels
color __Pworld P in world-space
__Pworld.r : x component
__Pworld.g : y component
__Pworld.b : z component
color __NworldNn in world-space
__Nworld.r : x component
__Nworld.g : y component
__Nworld.b : z component
color __depthMulti-purpose AOV
__depth.r : depth from camera in world-space
__depth.g : height in world-space
__depth.b : geometric facing ratio : abs(Nn.V)
color __stTexture coords
__st.x : s
__st.y : t
__st.z : 0.0
color __PrefReference Position primvar (if available)
__Pref.r : x component
__Pref.g : y component
__Pref.b : z component
color __NrefReference Normal primvar (if available)
__Nref.r : x component
__Nref.g : y component
__Nref.b : z component
color __WPrefReference World Position primvar (if available)
__WPref.r : x component
__WPref.g : y component
__WPref.b : z component
color __WNrefReference World Normal primvar (if available)
__WNref.r : x component
__WNref.g : y component
__WNref.b : z component

Custom AOVs

In addition to the above, some custom shading plugins may recognize other requests for AOVs and respond to them in their own particular ways. The names of these AOVs and what exactly gets displayed is up to the particular plugin.