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PxrAovLight is a handy utility light that allows a lighting artist to output a shot-specific AOV mask without needing to request one from the shading artists. In this example, we'll break down a common request...getting a refraction AOV for a character's eye (sclera or iris inside a cornea).

To simplify it further, we'll demonstrate it with a red sphere inside a glass sphere.

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Maya and RIB file

Download a Maya file or inspect a RIB file for this example:

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urlhttps://rmanwiki.pixar.com/download/attachments/63340972/PxrAOVLight_Demo.zip

Light Linking with PxrAovLight

Use light linking to include/exclude pieces of geometry in the AOV. In this example, the PxrAovLight is "off" globally and "on" for the eye in the scene.  This linking setup creates a mask of the eye.

Light Filters and PxrAovLight

the red sphere inside the refractive glass. 

Image AddedBecause PxrAovLight is a "light", light linking and light filters can modify the output AOV.  In this example, the PxrIntMultLightFilter is attached to PxrAovLight.  The Light Filter is only linked to the tree trunk, resulting in a gray value for the tree trunk mask.

Defining the Output AOV

Use Once you set an AOV Name in the PxrAOVLight attributes, use the Render Settings AOVs tab to define a new display to which PxrAovLight will write. These three parameters should all be the same

Make sure the names match, like so:

PxrAovLightMyAOVName
Channel SourceMyAOVName

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Light Filters and PxrAovLight

Because PxrAovLight is a "light", light linking and light filters can modify the output AOV.