rpr_aov

Usage

Used for enabling AOV outputs.

Possible Values

Name

Value

Brief Explanation

RPR_AOV_COLOR

0x0

Main RGBA color image.

RPR_AOV_OPACITY

0x1

Opposite of transparency for objects.

RPR_AOV_WORLD_COORDINATE

0x2

XYZ of each point rendered in world space.

RPR_AOV_UV

0x3

U and V coordinates used for texturing (U is red and V is green).

RPR_AOV_MATERIAL_ID

0x4

Output of the material ID’s set for objects.

RPR_AOV_GEOMETRIC_NORMAL

0x5

Normal in xyz of the geometry on an object (pre displacement).

RPR_AOV_SHADING_NORMAL

0x6

Normal in xyz used for shading an object (after displacement).

RPR_AOV_DEPTH

0x7

Z depth output, the distance from the camera, not normalized.

RPR_AOV_OBJECT_ID

0x8

Object id output if set on each object.

RPR_AOV_OBJECT_GROUP_ID

0x9

Object Group ID on each object if set.

RPR_AOV_SHADOW_CATCHER

0x0a

Shows areas that include shadow catcher objects and their resulting color from shadows.

RPR_AOV_BACKGROUND

0x0b

Background color where visible.

RPR_AOV_EMISSION

0x0c

Emissive objects.

RPR_AOV_VELOCITY

0x0d

change in XYZ (in world space) of objects that are in motion.

RPR_AOV_DIRECT_ILLUMINATION

0x0e

Color only from direct lights (no global illumination of reflections or bounce lighting.

RPR_AOV_INDIRECT_ILLUMINATION

0x0f

Color only from indirect illumination such as reflections of objects or refractions or bounces.

RPR_AOV_AO

0x10

Ambient occlusion amount.

RPR_AOV_DIRECT_DIFFUSE

0x11

Direct diffuse illumination.

RPR_AOV_DIRECT_REFLECT

0x12

Direct reflection illumination (specular).

RPR_AOV_INDIRECT_DIFFUSE

0x13

Indirect diffuse lighting, such as from bounce lighting in a room.

RPR_AOV_INDIRECT_REFLECT

0x14

Indirect reflections, such as mirrors reflection objects which are lit themselves.

RPR_AOV_REFRACT

0x15

Refraction.

RPR_AOV_VOLUME

0x16

Output showing only volumetric objects such as smoke.

RPR_AOV_LIGHT_GROUP0

0x17

This output shows the illumination only from lights tagged with Group0. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP1

0x18

This output shows the illumination only from lights tagged with Group1. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP2

0x19

This output shows the illumination only from lights tagged with Group2. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP3

0x1a

This output shows the illumination only from lights tagged with Group3. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_DIFFUSE_ALBEDO

0x1b

The diffuse color/texture used in the shaders. Useful for denoising.

RPR_AOV_VARIANCE

0x1c

Per pixel statistical variance of render samples. This needs to be enabled for adaptive sampling.

RPR_AOV_VIEW_SHADING_NORMAL

0x1d

Shading Normal output in camera space.

RPR_AOV_REFLECTION_CATCHER

0x1e

Output of reflection catcher objects.

RPR_AOV_COLOR_RIGHT

0x1f

Output color from the right eye for stereoscopic renders.

RPR_AOV_LPE_0

0x20

User-defined LPE output.

RPR_AOV_LPE_1

0x21

User-defined LPE output.

RPR_AOV_LPE_2

0x22

User-defined LPE output.

RPR_AOV_LPE_3

0x23

User-defined LPE output.

RPR_AOV_LPE_4

0x24

User-defined LPE output.

RPR_AOV_LPE_5

0x25

User-defined LPE output.

RPR_AOV_LPE_6

0x26

User-defined LPE output.

RPR_AOV_LPE_7

0x27

User-defined LPE output.

RPR_AOV_LPE_8

0x28

User-defined LPE output.

RPR_AOV_CAMERA_NORMAL

0x29

Object Normal in camera space.

RPR_AOV_CRYPTOMATTE_MAT0

0x30

Material ID Cryptomatte outputs (all 6 are needed for compositing). Make sure rprObjectSetName() is called for each shape and material. This is important for the object identifier in Cryptomatte. A different name produces a different identifier. If you are not using rprFrameBufferSaveToFileEx() for multi-layered EXR export, make sure the Cryptomatte layers are saved in the 32bit zip format — otherwise, the behavior is undefined. The pixel should not be stored as lossy compression.

RPR_AOV_CRYPTOMATTE_MAT1

0x31

Material ID Cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_MAT2

0x32

Material ID Cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_MAT3

0x33

Material ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_MAT4

0x34

Material ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_MAT5

0x35

Material ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ0

0x38

Object ID cryptomatte outputs (all 3 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ1

0x39

Object ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ2

0x3a

Object ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ3

0x3b

Object ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ4

0x3c

Object ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_CRYPTOMATTE_OBJ5

0x3d

Object ID cryptomatte outputs (all 6 are needed for compositing).

RPR_AOV_DEEP_COLOR

0x40

DeepXR color.

RPR_AOV_MATTE_PASS

0x2a

Show the contributions only through the shadow and reflection catchers.

RPR_AOV_LIGHT_GROUP4

0x50

This output shows the illumination only from lights tagged with Group4. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP5

0x51

This output shows the illumination only from lights tagged with Group5. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP6

0x52

This output shows the illumination only from lights tagged with Group6. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP7

0x53

This output shows the illumination only from lights tagged with Group7. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP8

0x54

This output shows the illumination only from lights tagged with Group8. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP9

0x55

This output shows the illumination only from lights tagged with Group9. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP10

0x56

This output shows the illumination only from lights tagged with Group10. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP11

0x57

This output shows the illumination only from lights tagged with Group11. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP12

0x58

This output shows the illumination only from lights tagged with Group12. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP13

0x59

This output shows the illumination only from lights tagged with Group13. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP14

0x5a

This output shows the illumination only from lights tagged with Group14. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.

RPR_AOV_LIGHT_GROUP15

0x5b

This output shows the illumination only from lights tagged with Group15. This allows separating lighting from groups of lights such as “key” lights and “fill” lights for compositing.