This page is a work in progress
AOV stands for "arbitrary output variables". It refers to the different types of per-pixel information Redshift can produce. While typically Redshift will only produce a color for each pixel of the frame you can configure it to include other data like depth information and individual shading elements like reflections, refractions, global illumination, etc.
For example, a depth AOV can help combine the Redshift-rendered frame with graphics produced by other renderers. Individual shading elements (diffuse, reflections, etc) can help with fast small-scale color adjustments without having to re-render the entire frame.
COVER EACH DCC's METHOD HERE
In Redshift's Output tab and in Maya's Redshift AOV tab there is an option to clamp the color/AO AOVs. Redshift can perform sub-sample intensity clamping during unified sampling, which limits noise (grain) that can be produces when combining from depth of field and motion blur with bright light sources. The AOV clamping offers the same type of sub-sample control for AOVs. Please refer to the AOV tutorial page for more information about how and when these should be used.
AOV "Apply Color Processing" Option
The "apply color processing" option means that gamma correction (if gamma is other than 1.0) and photographic exposure (if a photographic exposure lens shader is present) will both be applied to the AOVs.
Several AOVs have an "apply color processing" option which is enabled by default. These AOVs are:
- Diffuse Lighting
- Diffuse Lighting Raw
- Specular Lighting
- Subsurface Scatter
- Subsurface Scatter Raw
- Reflections Raw
- Refractions Raw
- Global Illumination
- Global Illumination Raw
- Caustics Raw
- Volume Lighting
- Translucency Lighting Raw
- Translucency GI Raw
An Example Scene
We'll demonstrate the use of the integrated AOVs using the following example scene which combines reflections, refractions, translucency, bump mapping, SSS, ambient occlusion, several light sources, environment lights, global illumination, and caustics.