Rfm ( renderman for maya ) Secondary outputs (AOV) and render Passes
from the RFM docs
- Ambient
- The total contribution from ambient light sources
The recipe for compositing your beauty image is a simple additive process using these outputs:
- 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
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: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.
- 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.
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!
No comments:
Post a Comment