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.
Maya and RIB file
Download a Maya file or inspect a RIB file for this example:
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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
red sphere inside the refractive glass.
Because 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:
PxrAovLight | MyAOVName |
Channel Source | MyAOVName |
Maya and RIB file
You can download a Maya file or inspect a RIB file to follow along.
Light Filters and PxrAovLight
Because PxrAovLight is a "light", light linking and light filters can modify the output AOV. Action Button