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Render Passes (AOVs)

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Post Process Render Pass

Post Process Render Passes are additional render passes you can specify from the Deferred Renderer. You must output them in the .exr format as they contain color and metadata information beyond what can be displayed and interpreted from the other formats.

AOVs are data passes that should be in the highest bit depth possible.
Cyptomatte (Object IDs in unreal) will not work with PNGs.

Beauty AOVs

Beauty

Beauty in sRGB space

XXX

Specular

Engine/BufferVisualization/Specular.Specular

XXX

Roughness

Engine/BufferVisualization/Roughness.Roughness

XXX

Metallic

Engine/BufferVisualization/Metallic.Metallic

XXX

Shadow

Custom pass. Instruction on building on here
Shadow catcher Render pass

XXX

Unlit / Technical AOVs

World Depth

/MovieRenderPipeline/Materials/MovieRenderQueue_WorldDepth.MovieRenderQueue_WorldDepth

World depth from camera
UNREAL NUKE EXAMPLES

Motion Vectors

/MovieRenderPipeline/Materials/MovieRenderQueue_MotionVectors.MovieRenderQueue_MotionVectors

World depth from camera
UNREAL NUKE EXAMPLES

ObjectID / Cryptomattes AOVs

Cryptomatte /
ObjectIDs

Object IDs Limited

ID types

Full : As Much info as the render can provide

Material : Grouped by material name

Actor : Grouped by actor name
Actor with Hierachy : Grouped by actor and folder name

Folder : Grouped by folder name

Layer: Primary layer

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