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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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color Ci (Final "beauty" color) | float time (Average shading time, normalized between shutter open and close) |
float a (Alpha) | color Oi (Colored opacity) |
float id (Number assigned via the identifier attribute as the pixel value) | float rawId (Number assigned via the identifier attribute without conversion to float) |
float cpuTime (Approximate compute time taken to render a pixel) | float sampleCount (Number of samples taken for the resulting pixel) |
float curvature (Local surface curvature) | float mpSize (Size of the micropolygon the ray hit) |
float biasR (Bias applied for reflected rays) | float biasT (Bias applied for transmitted rays) |
float incidentRayRadius (Radius of incident ray at P) | float incidentRaySpread (Increase in ray radius for each unit distance travelled) |
point P (Position of the point hit by the incident ray in camera space) | point Po (Position of the hit point before displacement) |
vector dPdu, dPdv, dPdw (Direction of maximal change in u, v, and w) | float PRadius (Cross-sectional size of the ray at the hit point) |
float du, dv, dw (Ray footprint or radius in u, v, or w) | float u, v, w (Parametric coordinates on the primitive) |
normal Ngn (Normalized geometric normal) | normal Nn |
vector dPdtime (Instantaneous velocity in 3D, this does not contain camera movement) | normal Non (Normalized shading normal before displacement) |
vector motionBack (Backward 2D raster-space motion vector) | vector motionFore (Forward 2D raster-space motion vector) |
vector Tn (Normalized shading tangent) | vector Vn (Normalized view vector) |
float VLen (Length of view vector) | float z (Depth to ray hit in camera space) |
float outsideIOR (Incident index of refraction) |
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Integrator (Global) AOVs
On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.
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