Outputting AOVs with ScanlineRender
Instead of just rendering a single, final image as a render, Nuke can be configured to output various AOVs, each containing specific information. AOVs allow compositors to fine-tune elements like lighting and colors, without re-rendering the entire scene.
The ScanlineRender node enables greater control over your AOV outputs from Nuke.
In the Outputs tab of the ScanlineRender node, you have the following options.
• 1/Z
The ‘1 over z’ knob determines how you would like to output your Z depth.
• On: outputs classic Nuke Z distance, which 1/Z distance
• Off: outputs absolute Z distance. This is the world space distance of the camera to the object.
• Motion Vectors
The knob ‘Motion Vectors’ allows you to select the motion vector output type.
• Off: don't create any motion vectors
• Distance: stores the distance between the samples in the motion vector channel
• Distance Normalized: normalized distance between the samples in the motion vector channel
• Velocity: stores the velocity in the motion vector channel
• Velocity Normalized: normalized velocity in the motion vector channel
• Surface AOVs
Enable
The ‘enable’ knob sets whether the AOV is rendered.
AOV source
The ‘aov source’ knob are hard coded AOVs that are the source of the output layer
A list of shading variable layers extended if geometry prims provide primvars. For example if a geometry mesh object provides a primvar named ‘myUV‘ then it will appear at the end of this list along with its size (float, vec2, vec3, vec4.)
Predefined shading attributes:
• Cf- Geometry color (from primvar if available)
• Co- Geometry opacity (from primvar if available)
• presence - Surface presence (physical solidity)
• Oi - Surface rgb opacity (optical transparency)
• Zlinear - U near-projected distance (classic Z)
• Zdistance - Camera ray distance
• Ps- Shading position
• Pg- Geometric position
• Ns- Shading normal
• Ng- Geometric normal
• Ts- Shading tangent
• UV- Surface parametric-uv coordinate (from primvar if available)
• UVW - Surface parametric-w (Z for volumes, from primvar if available)
• St- Texture coordinate (different than parametric-UV if modified by shader)
• MotionFwd - Forward motion-vectors
• MotionBwd - Backwards motion-vectors
Merge mode
The ‘merge mode’ knob sets how the ‘aov source’ wants to merge with other surfaces along the same ray in depth.
Math to use when merging multiple surface samples in depth:
• premult-blend - Premult A then Under(B + A*Aa*(1-Ba)) or Over(B*(l-Aa) + A*Aa) - best for data Aovs
• blend - Under(B + A*(1-Ba)) or Over(B*(l-Aa) + A) -
• best for color Aovs
• plus -B+A
• min - min(B, A) - best for Z
• mid -(B+ A)/2
• max - max(B, A)
Unpremult
The ‘unpremult’ knob sets whether you would like to unpremult the final combined output.
Output layer
The ‘output layer’ knob sets the output layer I want to send this data to on render
Once you’ve rendered, this data will be included in the output layer selected.