SHADE 14 LIGHT TRANSMISSION FULL
In compositing, these AOVs can then be individually modified and added together to get the full beauty AOV. The RGBA beauty AOV can be split into smaller AOVs where each contains part of the lighting. Multiple shaders can contribute to the same AOV (for example a Standard Surface and a Lambert shader both write to the diffuse_direct AOV). Other shaders used in your scene will support various other AOVs.
specular_indirect: Diffuse indirect lighting.specular_direct: Diffuse direct lighting.specular_albedo: Specular color without lighting or shadowing.sheen_indirect: Sheen indirect lighting.sheen_albedo: Sheen color without lighting or shadowing.shadow_matte: Shadows in the scene, computed as the ratio of occluded direct lighting over unoccluded direct lighting.raycount: Total number of rays traced for samples in the pixel.opacity: RGB AOV with full three-channel opacity (as opposed to single channel alpha).This can be found under Motion Blur-> Instantaneous Shutter. The reason being is that we don't want motion blur in the render, but we still want the motion velocity information in our motion vector AOV. You must set an instantaneous shutter for the camera. If output to an RGB format, the vector is contained in the R and G channels.
motionvector: 2D vector representing the motion in screen space of the shading point during the given time interval.indirect: Indirect light from all surfaces and volumes.
ID: Random number value derived from the name of the shape.AA_inv_density: Visualizes the sample density with Adaptive Sampling.