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 |
|
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. |