AOVs
AMD Radeon ProRender supports a set of AOVs (Arbitrary Output Variables) in the Viewport, also known as render passes. AOVs can be useful for examining various aspects of the scene through fine-tuning and tweaking the scene, or as a diagnostics tool.
To switch between AOVs, at the top of the viewport click AOV and choose the necessary option.
Color
The Color AOV renders the final beauty image, including information about the surface color, lighting, shadows and so on.
Opacity
The Opacity AOV renders alpha-channel information for objects in the scene. This is a greyscale map with fully opaque objects shown as solid white and fully transparent objects not displayed. Values of opacity in-between are shown with partially transparent shades of gray.
WorldCoordinate
The WorldCoordinate AOV renders objects in the scene colored in accordance with their position in the world coordinate system. RGB color values correspond to XYZ coordinates in the 3D world space.
UV
The UV AOV renders texture UV coordinates using color values (red for U, green for V).
MaterialIndex
The MaterialIndex AOV creates a mask for materials assigned to the meshes in the scene, which is useful for isolating materials in compositing. The material masks are differentiated with various shades of red.
GeometricNormal
The GeometricNormal AOV renders normals of the actual geometry without smoothing, based on the camera angle.
ShadingNormal
The ShadingNormal AOV renders surface normals. This pass includes smooth normals and surface attribute effects, such as bump maps.
Depth
The Depth AOV describes how far away from the camera object surfaces are. This AOV represents a depth map with a black-to-white gradient.
ObjectId
The ObjectId AOV creates a mask for various objects in the scene, which is useful for isolating objects in compositing.
ObjectGroupId
The ObjectId AOV creates a mask for various object groups in the scene, which is useful for isolating objects in compositing.
ShadowCatcher
Not supported at the moment.
Background
The Background AOV renders the environment background color or image-based environment lighting visible to the camera.
Emission
The Emission AOV renders output from emissive objects with the Emissive type of the RPR Material. This AOV only takes into account the emissive component of a shader, but does not include information on how it affects the lighting in the scene.
Velocity
Not supported at the moment.
DirectIllumination
The DirectIllumination AOV renders direct lighting in the scene from all light sources and surfaces. Light bouncing off object surfaces towards other surfaces is ignored in this pass.
IndirectIllumination
The IndirectIllumination AOV renders indirect light from all light sources and surfaces. This pass stores information about light bounced off object surfaces towards other surfaces in the scene.
AmbientOcclusion
The AmbientOcclusion AOV renders complex interactions between inter-reflections of objects in the scene. This pass stores information on soft shadows from global illumination at mesh intersections, at/in cracks or in corners.
DirectDiffuse
The DirectDiffuse AOV renders direct light hitting diffuse surfaces. This pass considers only the first reflection off the surface, and does not store information on bounce lighting. Direct light reaching the diffuse surface is multiplied by the material’s color.
IndirectDiffuse
The IndirectDiffuse AOV renders indirect light bounced off diffuse surfaces. The AOV takes into account lighting after more than one reflection off surfaces. Bounced light reaching the surface is multiplied by the material’s color.
IndirectReflect
The IndirectReflect AOV renders indirect light bounced off reflective or specular surfaces. The AOV takes into account lighting after more than one reflection off the surface.
Refract
The Refract AOV renders light transmitted through refractive materials. The AOV displays transparent surfaces along with reflections on them, as well as objects seen through these surfaces.
Volume
Not supported at the moment.
DirectReflect
The DirectReflect AOV renders reflections on smooth surfaces, including specular highlights and hot spots. This pass only considers the first reflection off the surface, and does not store information on bounce lighting.
LightGroup
The LightGroup pass renders lighting information from light sources in a particular group of lights. Grouping is based on material names in Unreal Engine.