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Comment: Deprecated AO AOV and added links to custom

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Diffuse Lighting + Shadow * Diffuse FilterDiffuse Lighting

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Motion Vectors

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Ambient Occlusion AOVAmbient Occlusion AOV: greyscale

The Ambient Occlusion (AO) AOV contains the ambient occlusion component of the final shaded result. Redshift outputs AO information as a scalar in the red channel.

In the image above only the drinking glass has any information available in the Ambient Occlusion AOV, this is because there is an AO shader being used as a part of its procedural texturing. If no AO shader exists in your scene, this AOV will be completely black.

For more flexibility in AOV output and compositing you might consider using an Ambient Occlusion shader as your Default Shader in a Custom AOV, please see here for more info.

Motion Vectors

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If the scene contains animation, the Motion Vectors AOV will contain per-pixel motion information. This includes any motion due to object transforms, object deformation and camera transforms. These motion vectors are two-dimensional and are therefore stored in the red and green channels of the Motion Vector AOV. The 'Filtering' options enables or disables antialiasing for the Motion Vector AOV.

Warning

Motion Blur must be enabled in the Redshift Render Settings in order to enable motion processing across frames.

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Motion Vectors AOVBeauty with Motion Blur (example)



If the scene contains animation, the Motion Vectors AOV will contain per-pixel motion information. This includes any motion due to object transforms, object deformation and camera transforms. These motion vectors are two-dimensional and are therefore stored in the red and green channels of the Motion Vector AOV. The 'Filtering' options enables or disables antialiasing for the Motion Vector AOV.

Warning

Motion Blur must be enabled in the Redshift Render Settings in order to enable motion processing across frames.

The image above shows the Motion Vector AOV for the example scene. We have made several of the objects move about the scene but the camera remains static. We used the default AOV settings (8 pixels, and [0, 1] min/max range). As it can be seen, most of the pixels in the scene don't move and have an R=0.5, G=0.5 (mid-yellow) color. Given the [0, 1] min/max range, this translates into a zero vector, i.e. no motion. If the minmax range was [-1, 1], these pixels would have been black instead of yellow. The lemon on the rim of the glass is moving up which means a stronger Y (green channel) component. The table lemon and drink parasols are both moving to the right which means a stronger X (red channel) component. You will notice that the table lemon is a much brighter red compared to the parasols, this is because the table lemon is moving to the right much faster than they are. You can also see this difference in motion intensity illustrated in the accompanying beauty rendered with the Motion Vector AOV disabled to demonstrate this example with Redshift's real 3D motion blur.

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Then, each puzzle matte AOVs (there can be multiple puzzle matte AOVs) needs its Red/Green/Blue channels filled with the appropriate object/material IDs. Say we had three objects with object IDs 11, 21, 33 and we set the Red/Green/Blue channels to 11, 21, 33. This means that the Red channel will contain object ID 11, the Green channel will contain object ID 21 and the Blue channel will contain object ID 33.

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channel will contain object ID 33.

Info

If you have more than 3 objects/materials you want to create matte masks for, you can create multiple puzzle mattes and use different combinations of the IDs for red/green/blue.



Deprecated AOVs

Warning

The AOVs listed below have been deprecated due to the existence of a newer and better method outlined in the AOV description.

Ambient Occlusion

Info

Please use a Custom AOV to create an ambient occlusion AOV instead with more flexibility and fewer limitations.


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Ambient Occlusion AOVAmbient Occlusion AOV: greyscale



The Ambient Occlusion (AO) AOV contains the ambient occlusion component of the final shaded result. Redshift outputs AO information as a scalar in the red channel.

In the image above only the drinking glass has any information available in the Ambient Occlusion AOV, this is because there is an AO shader being used as a part of its procedural texturing.

Warning

If no AO shader exists in your scene, this AOV will be completely black.

For more flexibility in AOV output and compositing please use an Ambient Occlusion shader as your Default Shader in a Custom AOV, please see here for more info.