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 - 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;
-
__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)
-
__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.bwith typical UV interpretation.
Lighting / Depth Of Field AOVs
-
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
- motionFore - Standard
- motionFore = Forward 2D-rasterSpace motion (float-3 vector)
- motionBack - Standard
- motionBack = Backward 2D-rasterSpace motion (float-3 vector)
-
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
- 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;
-
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
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