Monday, August 30, 2010

Rfm ( renderman for maya ) Secondary outputs (AOV) and render Passes


from the RFM docs



Ambient
The total contribution from ambient light sources 

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 + Ambient +
   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
N
The unnormalized shading normal at the shading point in Camera Space. For visualizing in rgb space, N must be normalized.
Ng
The unnormalized geometric normal at the shading point in Camera Space. For visualizing in rgb space, Ng must be normalized. Ng is the actual normal of the surface, while N is the normal used for shading. If there is anything perturbing the normal for shading these will be different.
P
The coordinates for the surface point in camera space.
s, and t
The 2D texturing coordinates at P. These are by default u and v, but can be overridden.
u, and v
The 2D texturing coordinates at P.
Cs and Os
The color and opacity of the surface before shading.
Ci and Oi
The output color and opacity of the surface after the shader runs.
a
The alpha at the surface point.
dPdtime
Derivative of P in time. Simply put, this outputs the velocity vector.
__CPUtime
The total shader runtime for the shading grid that the point is on. This is very useful for optimizing shading time for a scene.
Currently working on render pass info, the changed the names of the outputs in renderman, and i am trying to figure out which passes are what, because they arent as straightforward as they seem.
Here is what im looking at,
DiffuseColor - just the flat color values, no shading, shadowing or highlights
DiffuseDirect - Color values with shading, no shadows or highlights
DiffuseDirectShadow - Shadow Pass
DiffuseEnvironment - Seems to be the diffusecolor mixed with the occlusion pass?
Refraction - Refraction :D
SpecularColor - This returns the actual value set for the specularColor in maya it seems, note this is across the whole object/shader, no highlights just the value for the COLOR of the highlights.
SpecularDirect - standard Specular highlights pass
SpecularDirectShadow - Unsure, it has detail where highlights are, they might be added to the diffusedirectshadow pass to get the full shadow pass?
SpecularEnvironment - Seems to be an alpha which masks out reflections from the specular highlight, dont know where to use it.
SpecularIndirect - Reflection Pass
OcclusionDirect - an alpha based on the shadows but without varying levels, so parts are completely white, i couldnt find a way to use it in a comp.
OcclusionIndirect - Occlusion map, if you invert this it is a regular ambient occlusion style map.

Ambient - Light from any ambient light in your sene. N - Surface normals in Scene, can be used to adjust or add lights in post
Ng - Geometric Normals, i dont know the difference between the two normal passes, but i think the N is the one usually used (i dont know where i heard it but i think thats what i heard :D )
Oi - An alpha for the scene
Cs - Another Alpha
Os - Alpha for the scene again
A - Another Alpha fo rthe scene, maybe it has harder edges?/ no aa?
T - Depth map
S - Inverted Depth map?
P - Basicly a a purple, white, blue and light blue tartan style ramp? no clue really what this could be used for
U - looks similar to a depth map, but with everything getting dark from right to left. this is based on the U coords as i understand
V - Same as above, but objects get darker as the go down based on V coords.

I hope this helps!

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