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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.
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 |
Light Filters and PxrAovLight
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