Flair AOVs
Table of contents
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.