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Render passes

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Passes

Overview

Passes (also called Arbitrary Output Variables or AOVs) allow to obtain various extra information about the rendered image, like the distance a surface is away from the camera.
LuxRender supports passes through its new LuxCore interface. More in-depth information (e.g. for exporter developers) is available here.

Supported Engines

BIASPATH (OpenCL and CPU) and PATH (OpenCL and CPU) are the only engines currently supporting passes.
BIASPATH is the only engine to support all passes.
The OpenCL engines only support one BY_MATERIAL_ID and MATERIAL_ID_MASK pass.

BIDIR (CPU) supports only the ALPHA and RGB(A)* passes.

Example Images

RGB_TONEMAPPED

The RGB_TONEMAPPED pass and its RGBA version are the only passes where the LuxCore imagepipeline is applied.
They are the equivalent of the "Combined" or "Beauty" pass.

Luxball7 AOV example.Scene.00039 render.jpg

RGB and RGBA (HDR)

These passes contain the raw color information of the film (without imagepipeline operations like tonemapping) in HDR format.

ALPHA

We're using a different scene for this example:

Luxball7 AOV example2.Scene.00039 pass combined.jpgLuxball7 AOV example2.Scene.00039 pass ALPHA.png

DEPTH (HDR)

Luxball7 AOV example.Scene.00039 pass DEPTH normalized.jpg

POSITION (HDR)

Luxball7 AOV example.Scene.00039 pass POSITION.jpg

GEOMETRY_NORMAL (HDR)

Normals without interpolation (smoothing).

Luxball7 AOV example.Scene.00039 pass GEOMETRY NORMAL.jpg

SHADING_NORMAL (HDR)

Interpolated normals (with smoothing).

Luxball7 AOV example.Scene.00039 pass SHADING NORMAL.jpg

MATERIAL_ID

One color per material.

Luxball7 AOV example.Scene.00039 pass MATERIAL ID.jpg

OBJECT_ID

One color per object, similar to MATERIAL_ID

DIRECT_DIFFUSE (HDR)

Luxball7 AOV example.Scene.00039 pass DIRECT DIFFUSE normalized.jpg

DIRECT_GLOSSY (HDR)

Luxball7 AOV example.Scene.00039 pass DIRECT GLOSSY normalized.jpg

EMISSION (HDR)

Luxball7 AOV example.Scene.00039 pass EMISSION.jpg

INDIRECT_DIFFUSE (HDR)

Luxball7 AOV example.Scene.00039 pass INDIRECT DIFFUSE normalized.jpg

INDIRECT_GLOSSY (HDR)

Luxball7 AOV example.Scene.00039 pass INDIRECT GLOSSY normalized.jpg

INDIRECT_SPECULAR (HDR)

Luxball7 AOV example.Scene.00039 pass INDIRECT SPECULAR normalized.jpg

MATERIAL_ID_MASK

A black/white mask of one material.

Luxball7 AOV example.Scene.00039 pass MATERIAL ID MASK 0.jpg

BY_MATERIAL_ID

The result of the RGB_TONEMAPPED pass, but masked out to only contain parts where the selected material is visible.

Luxball7 AOV example.Scene.00039 pass BY MATERIAL ID 0.jpg

DIRECT_SHADOW_MASK

Luxball7 AOV example.Scene.00039 pass DIRECT SHADOW MASK.jpg

INDIRECT_SHADOW_MASK

Luxball7 AOV example.Scene.00039 pass INDIRECT SHADOW MASK.jpg

RADIANCE_GROUP (HDR)

The radiance group pass is the equivalent of light groups, please refer to the examples at the LuxRender Light groups page.

UV (HDR)

Luxball7 AOV example.Scene.00039 pass UV.jpg

RAYCOUNT (HDR)

Shows how much computation time (fired rays) is spent on each pixel. Since the images on this page were rendered with the tile-based Biased Path engine in adaptive mode, some tiles clearly show as significantly brighter.

Pass RAYCOUNT normalized.jpg