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Cycles: Add support for adding custom AOV render passes
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Authored by Lukas Stockner (lukasstockner97) on May 10 2019, 12:17 PM.
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Details

Summary

In order to use these passes, AOV Output nodes need to be added to shaders.
For each node, a name can be assigned and a Color or Value input can be connected to it.

After adding a corresponding pass with the same name in the Render Pass settings, Cycles
will then render this pass, filling in the connected data for each shader that contains
a matching AOV output node.

In addition to that, there is also an option for baking a specified AOV pass.
Therefore, this patch depends on D3203.

Diff Detail

Repository
rB Blender
Branch
aov_rebase (branched from master)
Build Status
Buildable 3559
Build 3559: arc lint + arc unit

Event Timeline

Update to latest master and D3203

I was wondering if the addition of OSL AOVs enables Light Path Expressions in Cycles and if not how complicated would that be to impliment?
LPE's are invaluable in production and used widely in path tracers for a range of custom AOVs and light select passes.

I was wondering if the addition of OSL AOVs enables Light Path Expressions in Cycles and if not how complicated would that be to impliment?
LPE's are invaluable in production and used widely in path tracers for a range of custom AOVs and light select passes.

I recently started this thread https://devtalk.blender.org/t/light-path-expressions-for-custom-aovs/9193 that address this question.

I was wondering if the addition of OSL AOVs enables Light Path Expressions in Cycles and if not how complicated would that be to impliment?
LPE's are invaluable in production and used widely in path tracers for a range of custom AOVs and light select passes.

I recently started this thread https://devtalk.blender.org/t/light-path-expressions-for-custom-aovs/9193 that address this question.

Thanks! Great thread. I'll add any info I can to it!