Standard AOVs

Eddy has a large number of built-in AOVs, for both different light paths and utility outputs.

In addition to the built-in AOVs, custom AOVs can be created using Light path expressions and can have custom output modes and clamping settings.

Note

All standard AOVs support a light tag filter, which will restrict the AOV to include only radiance from the tagged lights. Creating a custom AOV is only required if specialized light paths are required, more complicated conditions are required to select the lights, or to change the output modes.

Standard light path AOVs

These AOVs select light based on the path taken by the light from the light source to the camera.

beauty

_images/aov_builtin_beauty.png

The ‘beauty’ AOV is the default output in Eddy.

It is actually identical to the ‘beauty_without_caustics’ AOV, as caustics are excluded by default because they can have a high level of noise in a non-bidirectional renderer like Eddy.

beauty_with_caustics

_images/aov_builtin_beauty_with_caustics.png

Includes all light paths, including caustics which are usually excluded from the regular ‘beauty’ AOV.

Equivalent light path expression: C.*

beauty_without_caustics

_images/aov_builtin_beauty.png

All light paths except caustics.

Equivalent light path expression:
C([SG]*|(.*<[RTV][^SG]>[^SG]*))[LO]

direct

_images/aov_builtin_direct.png

Direct lighting from light sources only, i.e. a single bounce.

Equivalent light path expression: C[RTV]L

indirect

_images/aov_builtin_indirect.png

Indirect lighting only, i.e. secondary light bounces.

Equivalent light path expression: C[RTV][RTVOB].*

emission

_images/aov_builtin_emission.png

Emissive sources only.

Equivalent light path expression: C[LO]

background

Background, i.e. color from rays that don’t hit any object. Not currently used by Eddy.

Equivalent light path expression: CB

reflection

_images/aov_builtin_reflection.png

Light from surface reflections. Note this includes diffuse, glossy, and specular reflections. Use the ‘specular’ AOV if only specular reflections are wanted.

Equivalent light path expression: C<R.>.*

transmission

_images/aov_builtin_transmission.png

Light from surface transmission. This include specular refraction as well as sub-surface scattering.

Equivalent light path expression: C<T.>.*

diffuse

_images/aov_builtin_diffuse.png

Light from diffuse reflection from surfaces.

Equivalent light path expression: C<RD>.*

specular

_images/aov_builtin_specular.png

Light from specular reflection from surfaces.

Equivalent light path expression: C<RS>.*

glossy

_images/aov_builtin_glossy.png

Light from glossy reflection from surfaces.

Equivalent light path expression: C<RG>.*

refraction

_images/aov_builtin_refraction.png

Light from surface refraction.

Equivalent light path expression: C<TS>.*

subsurface

Light from subsurface transmission.

Equivalent light path expression: C<T[DG]>.*

volume

_images/aov_builtin_volume.png

Light from volumes.

Equivalent light path expression: CV.*

caustics

_images/aov_builtin_caustics.png

Light from caustics, i.e. light that has one or more specular bounces before hitting a diffuse surface.

Equivalent light path expression: CD[SG]+[LO]

caustics_all

_images/aov_builtin_caustics_all.png

Light from caustics and caustic secondary bounces. These are the caustics that are removed from the ‘beauty_without_caustics’ AOV. The secondary caustics would not usually be classified as traditional caustics, but are still a source of noise.

Equivalent light path expression:
C.*<[RTV][^SG]>[SG]+[LO]

Combination light path AOVs

These AOVs are various combinations of the standard light path AOVs.

direct_reflection

_images/aov_builtin_direct_reflection.png

Direct lighting from surface reflections. Note this includes diffuse, glossy, and specular reflections. Use the ‘direct_specular’ AOV if only specular reflections are wanted.

Equivalent light path expression: C<R.>L

direct_transmission

Direct lighting from surface transmission. This include specular refraction as well as sub-surface scattering.

Equivalent light path expression: C<T.>L

direct_diffuse

_images/aov_builtin_direct_diffuse.png

Direct lighting from diffuse reflection from surfaces.

Equivalent light path expression: C<RD>L

direct_specular

_images/aov_builtin_direct_specular.png

Direct lighting from specular reflection from surfaces.

Equivalent light path expression: C<RS>L

direct_glossy

_images/aov_builtin_direct_glossy.png

Direct lighting from glossy reflection from surfaces.

Equivalent light path expression: C<RG>L

direct_refraction

Direct lighting from surface refraction.

Equivalent light path expression: C<TS>L

direct_subsurface

Direct lighting from sub-surface transmission.

Equivalent light path expression: C<T[DG]>L

direct_volume

_images/aov_builtin_direct_volume.png

Direct lighting from volumes.

Equivalent light path expression: CVL

indirect_reflection

_images/aov_builtin_indirect_reflection.png

Indirect lighting from surface reflections. Note this includes diffuse, glossy, and specular reflections. Use the ‘direct_specular’ AOV if only specular reflections are wanted.

Equivalent light path expression: C<R.>[RTVOB].*

indirect_transmission

Indirect lighting from surface transmission. This include specular refraction as well as sub-surface scattering.

Equivalent light path expression: C<T.>[RTVOB].*

indirect_diffuse

_images/aov_builtin_indirect_diffuse.png

Indirect lighting from diffuse reflection from surfaces.

Equivalent light path expression: C<RD>[RTVOB].*

indirect_specular

_images/aov_builtin_indirect_specular.png

Indirect lighting from specular reflection from surfaces.

Equivalent light path expression: C<RS>[RTVOB].*

indirect_glossy

_images/aov_builtin_indirect_glossy.png

Indirect lighting from glossy reflection from surfaces.

Equivalent light path expression: C<RG>[RTVOB].*

indirect_refraction

Indirect lighting from surface refraction.

Equivalent light path expression: C<TS>[RTVOB].*

indirect_subsurface

Indirect lighting from sub-surface transmission.

Equivalent light path expression: C<T[DG]>[RTVOB].*

indirect_volume

_images/aov_builtin_indirect_volume.png

Indirect lighting from volumes.

Equivalent light path expression: CV[RTVOB].*

Collector AOVs

These AOVs include only objects with the tag ‘collector’ and are used to collect shadows and reflections. See Shadow and reflection collecting for more details.

collector_shadows

_images/aov_builtin_collector_shadows.png

Shadows on the collector objects. The shadow value is scaled from 0 to 1, where 0 is no shadow and 1 is full shadow.

Equivalent light path expression: C<RD ‘collector’>.*

collector_direct_shadows

_images/aov_builtin_collector_direct_shadows.png

Shadows on the collector objects from direct lighting only. The shadow value is scaled from 0 to 1, where 0 is no shadow and 1 is full shadow.

Equivalent light path expression: C<RD ‘collector’>L

collector_shadow_difference

_images/aov_builtin_collector_shadow_difference.png

Shadows on the collector objects. The shadow value is the difference in color between the shadowed and unshadowed values, i.e. the color that the shadow has subtracted.

Equivalent light path expression: C<RD ‘collector’>.*

collector_direct_shadow_difference

_images/aov_builtin_collector_direct_shadow_difference.png

Shadows on the collector objects from direct lighting only. The shadow value is the difference in color between the shadowed and unshadowed values, i.e. the color that the shadow has subtracted.

Equivalent light path expression: C<RD ‘collector’>L

collector_reflections

_images/aov_builtin_collector_reflections.png

Reflections on the collector objects.

Equivalent light path expression:
C<R[SG] ‘collector’>[RTV].*

collectors

_images/aov_builtin_collectors.png

The collector objects themselves. This AOV can be useful for debugging collectors, as usually they will also be holdouts and won’t appear in the normal ‘beauty’ AOV.

Equivalent light path expression: C<.. ‘collector’>.*

Albedo AOVs

The albedo AOVs return the color of the objects without lighting.

albedo

_images/aov_builtin_albedo.png

The albedo of all objects.

Equivalent light path expression: C[RTV]A

albedo_reflection

The reflective albedo. Includes diffuse, specular, and glossy reflections.

Equivalent light path expression: C<R.>A

albedo_transmission

The transmissive albedo. Includes both refraction and sub-surface transmission.

Equivalent light path expression: C<T.>A

albedo_diffuse

The diffuse reflective albedo.

Equivalent light path expression: C<RD>A

albedo_specular

The specular reflective albedo.

Equivalent light path expression: C<RS>A

albedo_glossy

The glossy reflective albedo.

Equivalent light path expression: C<RG>A

albedo_refraction

The refraction albedo.

Equivalent light path expression: C<TS>A

albedo_subsurface

The sub-surface albedo.

Equivalent light path expression: C<T[DG]>A

albedo_volume

The volume albedo.

Equivalent light path expression: CVA

Utility AOVs

These AOVs return various utility values.

_images/aov_builtin_motion_beauty_ref.png

The source render used for all the velocity and motion AOV example images.

position

_images/aov_builtin_position.png

The world space position (colors in the example image have been re-scaled).

position_camera

The camera space position.

velocity

_images/aov_builtin_velocity.png

The world space velocity (colors in the example image have been re-scaled). By default the velocity of the closest hit point is returned, alternatively the AOV output mode can be changed to ‘alpha weighted’ to blend the velocity from volumes.

velocity_camera

The world space velocity. By default the velocity of the closest hit point is returned, alternatively the AOV output mode can be changed to ‘alpha weighted’ to blend the velocity from volumes.

normal

_images/aov_builtin_normal.png

The shading normal of the hit surface (colors in the example image have been re-scaled).

geometric_normal

_images/aov_builtin_geometric_normal.png

The geometric normal of the hit surface (colors in the example image have been re-scaled).

depth

_images/aov_builtin_depth.png

The depth of the hit point (colors in the example image have been re-scaled).

uv

The UV coordinates of the surface hit point.

motion

_images/aov_builtin_motion.png

The screen space motion vector of the hit point. By default the motion of volumes are blended using the ‘alpha weighted’ mode, however the AOV output mode can be changed to ‘closest’ if only the motion of the closest point is desired.

The render settings control whether this AOV will store the forward, backward, or instantaneous motion vectors. The AOVs ‘motion_forward’ and ‘motion_backward’ can be used to explicitly request a particular type (or to output multiple motion vector types from a single render).

If a maximum motion value is specified in the render settings, then these values will be re-scaled from 0 to 1, where 0.5 corresponds to no motion.

motion_forward

The screen space forward motion vector of the hit point, i.e the vector from the current point to its position in the next frame. By default the motion of volumes are blended using the ‘alpha weighted’ mode, however the AOV output mode can be changed to ‘closest’ if only the motion of the closest point is desired.

If a maximum motion value is specified in the render settings, then these values will be re-scaled from 0 to 1, where 0.5 corresponds to no motion.

motion_backward

The screen space backward motion vector of the hit point, i.e the vector from the current point to its position in the previous frame. By default the motion of volumes are blended using the ‘alpha weighted’ mode, however the AOV output mode can be changed to ‘closest’ if only the motion of the closest point is desired.

If a maximum motion value is specified in the render settings, then these values will be re-scaled from 0 to 1, where 0.5 corresponds to no motion.

id

The ID of the hit object.

opacity

_images/aov_builtin_opacity.png

The opacity of the pixel, i.e the colored version of the pixel alpha. Volumes with colored extinction will also have colored opacity.

sample_count

_images/aov_builtin_sample_count.png

The number of camera samples taken for each pixel (colors in the example image have been re-scaled). When adaptive sampling is used some pixels will need less samples to reach the required error threshold.

ray_count

_images/aov_builtin_ray_count.png

The number of rays traced for each pixel (colors in the example image have been re-scaled).