![]() This dialog shows you the type, driver, and filter of the chosen AOVs in drop-down menus, and the checkbox to the left allows you to control which are active. AOVsīeneath the AOV browser, the active AOVs that you have selected for output are listed in more detail:Įach AOV is actually represented by three nodes - the AOV node itself, plus an associated driver node and filter node. You can also choose to add a custom AOV.Įither double-click or select and use the arrow buttons to move AOVs from 'Available' to 'Active'.Ī tutorial about compositing AOVs can be found here. The AOV Browser allows you to select the AOVs you want to be active for your render. ![]() This should also be enabled when using batch rendering with the Arnold Denoiser. ![]() This should be used for denoising using the Arnold Denoiser, multilayer EXR, or Kick.Ī current limitation means that you must render in EXR and Merge AOVs need to be enabled. Denoiser Output Denoising AOVsĪutomatically outputs the optional AOVs (diffuse_albedo, Z, N). Only shaders with AOV-writing capabilities should be added to 'AOV Shaders' in AOVs. Shaders intended for this purpose should add a booleanmetadata named aov_shader on the node itself, as a user-interface hint. If options.atmosphere or options.background are set, these global AOV shaders will also be run for atmosphere and background contexts. ![]() With this, it's possible to add shaders to set specific AOVs without modifying the original shader tree. AOV ShadersĪ list of shaders can be defined that will be evaluated after the regular surface shader. Remember to switch back to 'beauty' afterward. This allows you to select an AOV channel to preview in the render view. This allows you to enable AOVs, disable them, or specify that AOVs are only to be used in batch renders.
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