Rendering AOVs

Useful material:

Merge AOVs to get an EXR file into Nuke that you can open up into the Ai Standard’s passes. To get the other passes

To create a wireframe pass we create a new layer in the render setup window. Name it and create a collection. Drag and drop the meshes from the outliner into the box. Create a material override and choose Ai Wireframe. Make sure the attributes are showing in polygons.

Shadow catcher.

Screen Shot 2016-11-27 at 18.09.41.png

To see the HDRI reflections you need to render an Ai Sky node.

Creating a SkyDome for an HDRI map.

Free HDRI maps!

The HDRI map I will be using: Circus_Backstage_preview.jpg

It might not make sense with the brick wall in my image – but it’s something. I also might dim it down and darken it up a bit.

Alec’s Lecture

How to composite 3D elements into a scene:

  1. Have objects in scene textured and lit.
  2. Measure your real scene and create a box (scene limits) in maya to the same scale. This gives you a better approximation of how to place the objects realistically in your scene (Match-moving: matching your virtual camera to your real camera). NOTES on camera measurements.
  3. Add in SkyDome light. Fix that before you add in lights?
  4. Think about bounced light (indirect diffuse) and other light sources. Reflections as well.
  1. Use render layers to render out different passes.
  2. Create at least two render layers, Props and Shadow Plane.
  3. Create a collection when you make a new render layer. Make a collection for each object. The eye buttons display the layers.
  4. You can create material overrides when you want to change the material for objects. Green tabs show overrides.

When in Nuke… freak out.

Use Nuke10X_Non-commercial version.

  • Un-premultiply images that have a border.
  • Unpremult > Shuffle > Diffuse Grade > Merge (plus) > Copy > All Grade > All hue >


Walk through:

Ryan was a legend and sent us this tutorial on how to create AOVs as they are still a foreign language to me.


  • Basically add what sounds familiar to the active AOV group and check what they look like in the render view.
  • Keep what you need to composite with.
  • Do AiStandard Passes (if you used that shader) and then also the built in passes (of the beauty pass?)

Here are my render passes:

I didn’t need my Refraction Opacity pass and I am taking my SSS pass over my Direct SSS pass as there’s a bit more in it.

So I rendered my passes and saved them as a multi-image EXR file. I imported this into Nuke.


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