This page is a work in progress
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
There are essentially two different methods of working with AOVs in Redshift. A more simple method that makes use of fewer AOVs and a more complex method that requires several more AOVs but allows for greater control over individual shading elements.
The more complex but more flexible method of working with AOVs involves additional "raw" type AOVs that isolate shading elements down even further, like separating the color component of a material from the lighting contribution in the scene.
By comparison you might consider the more simple method the "standard" or "non-raw" workflow.
Both methods are capable of perfectly recreating the primary beauty render so it's just a matter of choosing what works best for you and your project. We will cover both methods below but the raw AOV's separately to reduce confusion.
Standard Shading Elements
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. If you need to isolate the Translucency component from the Diffuse Lighting AOV please see the raw AOV workflow here.
Raw Shading Elements
Diffuse Filter & Diffuse Lighting Raw
|Diffuse Filter||Diffuse Lighting Raw|
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 Filter||Translucency Lighting Raw|