Flair AOVs

Table of contents
  1. Flair AOVs
    1. General AOVs
      1. Cryptomatte
      2. Albedo
      3. Lighting
      4. Specular
      5. Shadows
      6. Control Light
      7. Normals and Depth
      8. Velocity and Noise
      9. World Position
      10. Abstract Control
      11. Pigment Control
      12. Edge Control
      13. Canvas Control
      14. Canvas
      15. Alternate Canvas
      16. Ambient Occlusion
      17. Bloom
      18. Output
    2. Watercolor-specific AOVs
      1. Edges
      2. Edge Dilation
      3. Bleeding
    3. Line-specific AOVs
      1. Toon Lines
      2. Sketch Lines
      3. Line AOVs
    4. Fray-specific AOVs
      1. Edges
      2. Noise Iteration
      3. Control and Depth
    5. Warp-specific AOVs
      1. Inflated Noise
      2. Edges
      3. Edge Dilation
    6. Cutout-specific AOVs
      1. Edges

Flair uses a lot of AOVs internally to generate the different effects for each style. Most of these can also be rendered out using the Flair Renderer or the Standalone Renderer.

What each one of these AOVs contains is documented below.

General AOVs

Cryptomatte

The cryptomatte AOV contains ID masks for different type of data.

  • Object - A unique ID for each object
  • Material - A unique ID for each material
  • Asset - A unique ID for each asset (grouped objects)

Currently only two ranks are supported per cryptomatte.

Albedo

The albedo AOV contains the raw color of objects. Keep in mind that painterly material attributes will render to the albedo, as well e.g., cangiante, custom light color.

Lighting

The lighting AOV contains the current lighting.

Specular

The specular AOV contains the current specular lighting.

Shadows

The shadows AOV contains a shadow matte of cast shadows and their colors.

  • RGB - Color of the cast shadow
  • A - Opacity of the cast shadow

Control Light

The `controlLight” AOV contains different types of data to control lighting in each channel.

  • R - Final Color mask: materials with the Final Color attribute enabled will render this channel to 1.0
  • G - Toon Matte: - Toon Shaded materials embed the three regions i.e., light, mid and shade in this channel. The values can be converted to an RGB matte if needed using the Nuke blinkscript available in the Flair downloads of commercial and Picasso/DaVinci licenses.
  • B - Diffuse Gradient: renders out the entire diffuse gradient \(\vec{n}\cdot\vec{L}\) (with positive and negative values)

Normals and Depth

The normalsDepth AOV contains the tangent-space normals (flow) and depth in different channels.

  • R - Tangent-space Normal in U direction
  • G - Tangent-space Normal in V direction
  • B - Depth in linear Maya units
  • A - Z-buffer

Tangent-space normal is equivalent to a view-space normal without its Z direction. You can reconstruct the view-space normals as these were previously normalized.

Velocity and Noise

The velocityNoise AOV contains the velocity in projection-space and the material’s Feature Noise.

  • R - Velocity in U direction
  • G - Velocity in V direction
  • BA - Feature Noise (fractalized)

World Position

The worldPosition AOV contains the position of each pixel in the virtual world.

  • R - X position
  • G - Y position
  • B - Z position

Abstract Control

The abstractCtrlTarget AOV contains the painted parameters to control different abstraction effects.

Pigment Control

The pigmentCtrlTarget AOV contains the painted parameters to control different color effects.

Edge Control

The edgeCtrlTarget AOV contains the painted parameters to control different edge effects.

Canvas Control

The canvasCtrlTarget AOV contains the painted parameters to control different canvas/distortion effects.

Canvas

The canvasTarget AOV contains the data from the Main Canvas.

  • R - Normal in U direction
  • G - Normal in V direction
  • B - Heightmap

Alternate Canvas

The altCanvasTarget AOV contains the data from the Alternate Canvas.

  • R - Normal in U direction
  • G - Normal in V direction
  • B - Heightmap

Ambient Occlusion

The ambientOcclusion AOV contains the ambient occlusion.

Bloom

The bloomTarget AOV contains the bloom contribution.

Output

The outputTarget is the AOV that you currently see in the viewport.


Watercolor-specific AOVs

Edges

The edgeTarget AOV contains the different edges being recognized.

  • R - Lightness edge
  • G - Chromacity edge
  • B - Depth edge

Edge Dilation

The edgeDilTarget AOV contains the dilated edges used for edge darkening.

  • R - Dilated lightness edge
  • G - Dilated chromacity edge
  • B - Dilated depth edge

Bleeding

The bleedingTarget AOV contains the bled pixels before they are applied to the style.


Line-specific AOVs

Toon Lines

The toonLines AOV contains only the toon lines.

Sketch Lines

The sketchLines AOV contains only the sketch lines.

Line AOVs

The lineAOVs contain the original positions of where the toon and sketch lines where extracted.

  • R - U position of toon line
  • G - V position of toon line
  • B - packed LocUV position of first sketch line
  • A - packed LocUV position of second sketch line

Nuke blinkscript to use this AOV and extract sketch lines from other renderers is available in the Flair downloads of commercial and Picasso/DaVinci licenses.


Fray-specific AOVs

Edges

The edgeTarget AOV contains the dilated edges used for edge darkening and controlling where to apply the frayed effect.

  • R - Dilated lightness edge
  • G - Dilated chromacity edge
  • B - Dilated depth edge

Noise Iteration

The noiseIterTarget AOV contains the frayed noise and their offset.

  • RG - Frayed Feature Noise
  • BA - Offset of frayed pixel from its last position

Control and Depth

The ctrlsDepthTarget AOV contains the frayed control and depth.

  • RGB - Frayed controls
  • A - Frayed linear depth in Maya units

Warp-specific AOVs

Inflated Noise

The inflatedNoiseTarget AOV contains the inflated fractalized noise to warp the end result.

Nuke blinkscript to warp passes from other renderers are available in the Flair downloads of commercial and Picasso/DaVinci licenses.

Edges

The edgeTarget AOV contains the different edges being recognized.

  • R - Lightness edge
  • G - Chromacity edge
  • B - Depth edge

Edge Dilation

The edgeDilTarget AOV contains the dilated edges used for edge darkening.

  • R - Dilated lightness edge
  • G - Dilated chromacity edge
  • B - Dilated depth edge

Cutout-specific AOVs

Edges

The edgeTarget AOV contains the cutout edge being recognized.