...
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. |
...
Carousel Image Slider | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.
Declaration | Content | Channels |
---|---|---|
color __Pworld | P in world-space | __Pworld.r : x component __Pworld.g : y component __Pworld.b : z component |
color __Nworld | Nn in world-space | __Nworld.r : x component __Nworld.g : y component __Nworld.b : z component |
color __depth | Multi-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 __st | Texture coords | __st.x : s __st.y : t __st.z : 0.0 |
color __Pref | Reference Position primvar (if available) | __Pref.r : x component __Pref.g : y component __Pref.b : z component |
color __Nref | Reference Normal primvar (if available) | __Nref.r : x component __Nref.g : y component __Nref.b : z component |
color __WPref | Reference World Position primvar (if available) | __WPref.r : x component __WPref.g : y component __WPref.b : z component |
color __WNref | Reference 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.