To change the parameters of an AOV, such as the output filename, the image format or any AOV-specific parameters, select the AOV and click 'Edit…'. Click 'Add…' and select a Redshift AOV from the list of Render Channels. In the Output tab you will find a group of controls labeled 'Render Channel Output'. To create a new AOV for a given Pass, Open the Render Manager and inspect the Pass Options. Because each Framebuffer is associated with exactly one Render Channel, the terms are often used interchangeably in the Softimage user interface. To output additional AOVs for a given pass, you create additional Framebuffers associated with the appropriate Redshift Render Channels. This is the 'Beauty' Render Channel containing the final rendered image. By default each Render Pass in Softimage outputs to a single Framebuffer which is associated with the Render Channel 'Main'. Each Framebuffer has an associated Render Channel which defines the kind of data that will be written to the file. A Framebuffer defines an output file that will be generated by the renderer. In Softimage, Redshift leverages the native Softimage 'Framebuffer' and 'Render Channel' framework to expose AOV functionality. To set the material ID parameter for each scene material, the plugin can extract an integer user attribute “ material.materialID ” associated to the material nodes. The beauty channel is defined using only one RenderOutputDefine node, while all the other passes are defined using pairs of RedshiftOutputChannelDefine and RenderOutputDefine nodes.
CINEMA 4D USER DEFINED LAYER NAMES MULTI PASS NOT SAVING HOW TO
This is an example about how to setup the Redshift AOVs output for the beauty, P, N, diffuse and specular channels. The multi-layered EXR output and the deep rendering features are configured in the Redshift for Katana plugin using a set of options available in the RedshiftRenderSettings node. This node has a custom “ color_redshift ” render output type, that must be used with all the Redshift AOVs, and has been designed to support all the Redshift output file settings. To setup the output file options, each RedshiftOutputChannelDefine node must be used linked to a RenderOutputDefine node. The beauty AOV is the default one, so to render this AOV a RedshiftOutputChannelDefine node is not needed. The RedshiftOutputChannelDefine is used to define an AOV type and its custom settings.All the Redshift available AOV types can be selected and configured using this node. The standard Katana workflow to enable/disable AOVs can be used with Redshift, and the output channels are available in the Live and Preview render modes, linked to the Katana monitor. The plugin supports all RS AOVs types available. To setup the AOVs output in Redshift for Katata, the plugin has the RedshiftOutputChannelDefine node, that can be used with the Katana RenderOutputDefine node to configure each AOV. This page covers the basics of creating and managing AOVs for Redshift as well as the most common options available for AOV output. Normally you might accomplish something like this as a completely separate render and pay the price in additional render time, but this can be avoided by using Custom AOVs instead since they are processed and output at the same time as your primary beauty render. In situations like this you can turn to Custom AOVs, these allow you to define your own custom render output for specific needs you may have like a custom ambient occlusion pass. There may also be times where you need to output custom data that isn't covered by an integrated AOV or wouldn't be output as a shading element of the beauty rendering process. These types of built-in non-beauty AOVs are referred to as Utility AOVs. These kinds of AOVs can be used in post to allow for much greater flexibility, like being able to add bokeh depth of field effects by making use of a Depth AOV. There are other built-in AOVs that can contain non-beauty data like depth information, motion vectors, and world position information. You can add even more control with Integrated AOVs by making use of Light Group AOVs, these can give you per-light control of your render in post. Redshift can output these shading elements isolated on their own separate AOV pass which can help with things like fast small-scale color adjustments in post without having to re-render the entire frame. These built-in AOVs are referred to as Integrated AOVs. While typically Redshift will only produce a color for each pixel of the frame you can configure it to include individual shading elements like reflections, refractions, global illumination, etc. It refers to the different types of per-pixel information Redshift can produce. AOV stands for "arbitrary output variables".