Info Tab
The Info AOVs provide a way to separate the effects of the normals, UVs, and geometric data provided in the scene. The info passes are rendered one-by-one, using one additional film buffer at the end of the rendering process or when needed. This saves GPU memory, and they are fast to calculate.
Info AOVs
Ambient Occlusion - Assigns a color to the camera ray's hit point proportional to the amount of occlusion by other geometry. The AO Distance option controls the distance of the ambient occlusion shadowing spread. This setting should be adjusted in order to achieve realistic results depending on the scale of the objects in the scene. For example, a small value is more appropriate for small objects such as toys and larger values for an object such as a house.Enable AO Alpha Shadow with this option, otherwise the result will contain additional information.
Wireframe - Triangulated wireframe display of the geometry.
Z-Depth - Assigns a gray value proportional to the camera ray hit distance. Image planes closest to camera position will appear black, and the furthest will appear white. Depth maps should always be saved in a 32-bit image format for maximum precision. When this image pass is rendered, it will appear to be completely white, but the depth information is still there.
Diffuse Filter - Outputs the unshaded base diffuse color (albedo).
Reflection Filter - Outputs a unshaded grayscale value of the Reflection channel of scene objects. Reflection values closer to 1.0 will be near white. Lower Reflection values will be darker
Refraction Filter - The transmission color of the specular/universal material that caused the ray of the sample to refract.
Roughness - Grayscale representation of the roughness of each object in the scene.
Transmission Filter - The color of the transmission channel of diffuse materials.
Index of Refraction (IOR) - Outputs a grayscale of the IOR of scene objects. IORs closer to 1.0 will be near black. Larger IOR values will be brighter.
Opacity - Outputs a unshaded grayscale of the Opacity channel of scene objects. Opacity values closer to 1.0 will be near white. Lower opacity values will be dimmer.
Geometric Normal - Assigns a color for the geometry normal at the position hit by the camera ray.
Smooth Normal - Assigns a color for the smooth normal at the position hit by the camera ray.
Shading Normal - Assigns a color for the shading normal at the position hit by the camera ray.
Tangent Normal - Assigns a color to the Tangent (local) normal at the position hit by the camera ray.
Tangent Texture - The tangent vector of U texture coordinates (Dp, Du).
Baking Group ID - Colors each distinct baking group in the scene with a color based on its ID.
Light Pass ID - Colors the emitters based on their Light Pass ID.
Material ID - Assigns RGB values according to the materials mapped to the geometry.
Object ID - Colors each distinct object in the scene with a color based on its ID.
Object Layer Color - This is the color specified in the Object Layer node.
Render Layer ID - Colors objects on the same layer with the same color based on the Render Layer ID.
Render Layer Mask - Grayscale value of the render layer selected in the render layer mask AOV node.
Position - Assigns RGB values according to the intersection point of the camera ray.
Motion Vector - Renders the motion vectors as 2D vectors in screen space. The X coordinate (stored in the red channel) is motion to the right, in pixels. The Y coordinate (stored in the green channel) is the motion up, in pixels. When this pass is enabled, the rendering of motion blur is disabled.
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IMPORTANT If you enable the Motion Vector pass, the motion blur in OctaneRender® is disabled. This is because you can get the same effect later in post, so there is no need to render it through OctaneRender. |
UV Coordinates - Assigns RGB values according to the geometry's texture coordinates.
Settings Parameters
Info Sampling Mode
- Distributed Rays - Enables motion blur, DOF, and enables pixel filtering.
- Non-Distributed with Pixel Filtering - Disables motion blur and DOF but leaves pixel filtering enabled.
- Non-Distributed without Pixel Filtering - Disables motion blur, DOF, and pixel filtering for all render AOVs except for render layer mask and ambient occlusion.
Info Opacity Threshold - Geometry with an opacity higher or equal to this value is treated as totally opaque.
Max Info Samples - The maximum number of samples for the info passes.