AOVs Utilitaires

La note

AOV Utilitaires à ajouter de manière générale

AOV Name Category Description
albedo Lighting Diffuse/Transmit color rgb surface intensity;
beauty Lighting Rendered BXDF lobes;
a Standard Alpha/Opacity value;
id Standard Per-object identifier value;
dPdcameradtime Standard Derivative in XYZ-space of P in time (velocity vector) relative to camera;
dPdtime Standard Derivative in XYZ-space of P in time (velocity vector);
motionFore Standard Forward motion vector
motionBack Standard Backward motion vector
Po Standard Per-Pixel object world position
NoN Standard Non-Displaced XYZ-space surface relief face orientation;
z Standard Non-Aliased depth from camera in world-space
Pworld Integrator Displaced XYZ-space surface relief coordinates;
Nworld Integrator Displaced XYZ-space surface relief face orientation;
depth Integrator R:filtered depth, G:filtered height, B:geometric-facingRatio
st Integrator UV (U & V) coordinates of surface
cputime Integrator CPU runtime taken per pixel/bucket;
sampleCount Integrator Amount of Samples taken during runtime per pixel/bucket;

Primitive Data AOVs

ID For Keying/Matte

  • id - Standard
    Nombre assigné à chaque GEO, à l’aide d’un attribut d’identification;

  • Cryptomatte - Standard

    • id = float-1 id — Nombre assigné à chaque GEO, à l’aide d’un attribut d’identification;

Normals

  • __Nworld - Integrator
    Normalized Shading normal (post-displacement);
    Elle contient, pour chaque pixel:

    • __Nworld.r : World-relative Camera.X axis-viewed ShadedFace Normals (w/Displacement)
    • __Nworld.g : World-relative Camera.Y axis-viewed ShadedFace Normals (w/Displacement)
    • __Nworld.b : World-relative Camera.Z axis-viewed ShadedFace Normals (w/Displacement)
  • Nn - Standard
    Normalized Shading normal (post-displacement);
    Elle contient, pour chaque pixel:

    • __Nn.r : Object-Relative Camera.X axis-viewed ShadedFace Normals (w/Displacement)
    • __Nn.g : Object-Relative Camera.Y axis-viewed ShadedFace Normals (w/Displacement)
    • __Nn.b : Object-Relative Camera.Z axis-viewed ShadedFace Normals (w/Displacement)
  • Non - Standard
    Normalized Shading normal (pre-displacement)
    Elle contient, pour chaque pixel:

    • __Nworld.r : Object-Relative Camera.X axis-viewed ShadedFace Normals (w/o Displacement)
    • __Nworld.g : Object-Relative Camera.Y axis-viewed ShadedFace Normals (w/o Displacement)
    • __Nworld.b : Object-Relative Camera.Z axis-viewed ShadedFace Normals (w/o Displacement)

3D Position / Coordinates

  • __Pworld - Integrator
    Position in world-space
    Elle contient, pour chaque pixel:

    • __Pworld.r : x component
    • __Pworld.g : y component
    • __Pworld.b : z component
  • P - Standard
    Shading Position in world-space (post-displacement)
    Elle contient, pour chaque pixel:

    • P.r : Object-Relative ShadedFace World.X Coordinates (w/Displacement)
    • P.g : Object-Relative ShadedFace World.Y Coordinates (w/Displacement)
    • P.b : Object-Relative ShadedFace World.Z Coordinates (w/Displacement)
  • Po - Standard
    Shading Position in world-space (pre-displacement)
    Elle contient, pour chaque pixel:

    • Po.r : Object-Relative ShadedFace World.X Coordinates (w/o Displacement)
    • Po.g : Object-Relative ShadedFace World.Y Coordinates (w/o Displacement)
    • Po.b : Object-Relative ShadedFace World.Z Coordinates (w/o Displacement)
  • __st - Integrator
    Surface texture/UV coordinates (in UV normalized space)
    Elle contient, pour chaque pixel:

    • __st.r : u component (Object-Relative ShadedFace Texture/UV Coordinates w/Displacement)
    • __st.g : v component (Object-Relative ShadedFace Texture/UV Coordinates w/Displacement)
    • __st.b : (Likely unused or specific data)
      Note: The original text's description components (P.r, P.g, P.b) seemed incorrect for UV coordinates; corrected to __st.r, __st.g, __st.b with typical UV interpretation.

Lighting / Depth Of Field AOVs

Depth of Field

  • z - Standard
    z = float-1 depth from camera in world-space

  • __depth - Integrator
    Multi-purpose AOV
    Elle contient, pour chaque pixel:

    • __depth.r : depth from camera in world-space
    • __depth.g : height in world-space
    • __depth.b : geometric facing ratio : abs(Nn.V)

Motion-Blur AOVs

2D Motion-Blur

  • motionFore - Standard
    • motionFore = Forward 2D-rasterSpace motion (float-3 vector)
  • motionBack - Standard
    • motionBack = Backward 2D-rasterSpace motion (float-3 vector)

Vector Motion-Blur

  • dPdtime - Standard
    Instantaneous velocity in 3D-Space (float-3 vector) (without Camera Movement)

  • dPcameradtime - Standard
    Instantaneous velocity in 3D-Space (float-3 vector) (with Camera Movement)

General / Debug AOVs

Shadow-Casting

  • occluded - Shadow
    • occluded = Beauty + Collected shadows, only for self-occluded areas of the 3Dspace;
  • shadow - Shadow
    • shadow = collected shadows cast by objects onto primitives of the current collection;

Debug

  • cpuTime - Diagnostic
    Time taken to render a pixel — Higher values means that these regions are the most expensive in time to render. Optimize your scene if render times are too high;

  • sampleCount - Diagnostic
    Number of samples taken for the resulting pixel (color-pick/pixel-Analyze the pixel values to see the sampleCount, or reduce the exposure to see the most expensive zones);

AOVs TO ALWAYS HAVE

UTIL AOV NAME AOV CATEGORY DESCRIPTION PURPOSE NODES TO USE THEM WITH
__Nworld Integrator Normalized Shading normal (post-displacement); Relighting [normalsRotate NKPD], [C44Kernel], [Matrix3]
__Pworld Integrator Position in world-space; Relighting, Atmos [aPMatte]
__Depth Integrator R:filtered depth, G:filtered height, B:geometric-facingRatio Atmos [blacksMatch]
__st Integrator Surface texture/UV coordinates (in UV normalized space) ReTexturing, Tracking [STmap]
z Standard Z:unfiltered depth from camera in world-space Defocus [ZDefocus], [OpticalZDefocus], [Bokeh]

Références

Liens