Secondary Outputs (AOVs) |
Another feature of RenderMan for Maya is the ability to generate secondary outputs (also called Arbitrary Output Variables, or AOVs). While rendering, RenderMan for Maya can output additional data (specular highlights, reflections, shadows, etc.) into separate image files, called secondary outputs. These outputs are not rendered in multiple passes, but are created at the same time the main image is being rendered
Secondary outputs are useful for compositing. It can be more efficient to adjust certain effects in compositing (such as tweaking specularity) than rendering the image over and over again. Secondary outputs can also be used to create special effects. RenderMan for Maya provides controls to generate exactly the kinds of secondary outputs required.
For more information about workflow associated with creating secondary outputs refer to the Secondary Outputs Tutorial. What follows here is an overview of the basic outputs and how they are combined to create your final image.
Here is a list of shadingmodel outputs. These additive terms are required to reconstruct the beauty render. They all must be passed through layering operations.
- AmbientConstant
- The (surface?) shaders' constant "built-in" ambient illumination
- AmbientLight
- Illumination from ambient lights
- Backscattering
- Total contribution of backscattering effects
- DiffuseDirect
- Unoccluded diffuse response to direct lights
- DiffuseDirectShadow
- Diffuse response that is shadowed (subtract this from DiffuseDirect)
- DiffuseEnvironment
- Diffuse response from environments
- DiffuseIndirect
- Diffuse response reflected from other objects
- Incandescence
- Total contribution of incandescent effects
- Refraction
- Total contribution of refraction effects
- Rim
- Total contribution of rim effect
- SpecularDirect
- Specular response from direct lights
- SpecularDirectShadow
- Specular response that is shadowed, subtract this from SpecularDirect
- SpecularEnvironment
- (Unoccluded) specular response from environments
- SpecularIndirect
- Specular light reflected from other objects (coherent reflections)
- Subsurface
- Total contribution of subsurface scattering
- Translucence
- Total contribution of cheap/thin translucence
The recipe for compositing your beauty image is a simple additive process using these outputs:
result = SpecularDirect - SpecularDirectShadow + SpecularIndirect + SpecularEnvironment + AmbientConstant + AmbientLight + DiffuseDirect + Translucence - DiffuseDirectShadow + DiffuseIndirect + DiffuseEnvironment + Backscattering + Subsurface + Rim + Refraction + Incandescence
Additionally, there are ancillary outputs that are not used to create the beauty render but can be useful for other compositing tasks:
- SpecularColor
- Color used to scale specular illumination
- DiffuseColor
- Color used to scale ambient and diffuse illumination
- OcclusionDirect
- Occlusion of direct illumination (shadows)
- OcclusionIndirect
- Occlusion of indirect (ambient) illumination
Pixar Animation Studios
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