AOV for indirect Emission

AOV for indirect Emission

antokoman
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Message 1 of 5

AOV for indirect Emission

antokoman
Participant
Participant

Hi there, 

 

I have a setup with a BG and a Character. The BG is a geo with Surface shader, therefore this casts indirect light on the char. I would like to know if there is a way to put this BG contribution in an AOV, kind of the indirect light created by that surface shader, so I can tweak it in comp. 

 

Thanks very much in advance

 

Antoko

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3,191 Views
4 Replies
Replies (4)
Message 2 of 5

sean.heasley
Alumni
Alumni

Hi @antokoman

 

Are you trying to attach the light itself to an AOV or the light that bounces off of the BG geo?

 

I'm not sure if you could get the light from the shader to work as an AOV but Solid Angle has a detailed breakdown on AOVs and what you can do with them here that might help you!

 

 

Please let me know if this helps or if you need any more assistance!

 

 

If one or more of these posts helped answer your question, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

 

Kudos are greatly appreciated. Everyone likes a thumbs up!

 

Message 3 of 5

zenop
Advocate
Advocate
Accepted solution

Thanks Sean,

 

Finally I found out how to do this (it´s kind of an emission indirect AOV) by using the Light Path expressions provided here

 

https://support.solidangle.com/display/A5ARP/Light+Path+Expression+AOVs

 

In my case the expression was pretty simple, Light Path Expression = C.O

 

Thanks for helping!!! 

Message 4 of 5

sean.heasley
Alumni
Alumni

Hi @zenop

 

Awesome! Thanks for explaining what you did to find the solution!

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Message 5 of 5

Anonymous
Not applicable

hi guys

 

i have a related issue occuring in my workflow, i have a character, and nearby is a ball with a red surface shader on it

 

i am working on a solution to rebuild the beauty pass by using per light aov's in Nuke, using the direct and indirect versions of each aov. so, per light (there are 4 in my scene) - i have diffuse_direct, diffuse_indirect, specular_direct, specular_indirect and so on

 

trouble is, the red colour bleed onto the character (which is a result of the bright red ball) is appearing in equal amounts in every single per light indirect aov, this means that when they all get plus-ed together in nuke to rebuild the beauty, everything completely matches the original beauty perfectly EXCEPT the red colour bleed - which i would say is 4 times brighter than it should be.

 

so - any ideas how to get around this at all? i think i want the indirect effect of the emission to not appear in per light indirect passes, but don't know how!

 

many thanks for any help

 

the e

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