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Introduction

Redshift has a number of integrated AOVs that require little to no additional setup to get started. We'll demonstrate the use of these integrated AOVs using the example scene below which includes most common shading elements (diffuse, translucency, reflections, refractions, bump mapping, normal mapping, SSS), several different light sources, environment lighting, global illumination, and caustics.

Where the scene does not already contain the shading elements needed to cover particular AOVs (emission, volume rendering, motion vectors) small changes will be made in order to demonstrate these AOVs.

Integrated AOV example scene

Shading Elements

Diffuse Lighting & Diffuse Lighting Raw

Diffuse LightingDiffuse Lighting Raw
The Diffuse Lighting AOV contains the diffuse lighting component of the material's final shaded result. Typically, diffuse lighting reaching a material is multiplied by the material's diffuse color. The Diffuse Lighting AOV returns this multiplied result. If this multiplication is not desired, you can use the Diffuse Lighting Raw AOV, instead, which returns the non-multiplied diffuse lighting.

The Diffuse Lighting is tinted by each object's material diffuse color. The Diffuse Lighting Raw looks almost black and white because it contains only the light color and intensity information without the multiplication with each material's diffuse color.

The Diffuse Lighting AOV already includes a renders Translucency component where as the Diffuse Lighting Raw AOV does not and requires additional Translucency AOVs in order to match the Diffuse Lighting result.


Diffuse Filter

Diffuse Filter
The Diffuse Filter AOV contains only the diffuse color contents of a shader without any lighting contribution. Any material that performs diffuse lighting typically has a diffuse color port which can be textured, set to a constant color, or connected to an elaborate shading graph. The diffuse filter AOV in conjunction with 'raw' lighting AOVs allows the user to tweak the lighting results separately from each material's diffuse color.

The picture above shows the diffuse color of each object. Notice that the the objects are not purely diffuse but actually have a bit of reflection on their silhouettes (Fresnel effect). For this reason, the diffuse component is a bit dimmer around their silhouettes since reflection 'takes away energy' from diffuse lighting.

Translucency Filter & Translucency Lighting Raw

Translucency FilterTranslucency Lighting Raw