Render Passes?

Autodesk Maya (Plugin developed by JimStar)

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Rikk The Gaijin
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Location: Japan

I just installed Octane 2021 for Maya, what happened to the Render Passes node? It has been removed???
elsksa
Licensed Customer
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Hi,

In spite of the fact that I am not an Octane-Maya user, Octane 2021 received a new AOV system. It was announced here: https://home.otoy.com/octanerender-2021-rndr, also worth consulting: viewtopic.php?f=24&t=78621.
In Octane Standalone, which I exclusively use, both are available. Perhaps not for the plugins, for various implementation reasons, conceivably.
Rikk The Gaijin
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Location: Japan

Oh, thx I haven't use Octane in a while, I'll check it out.
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

I can't figure out how to render out the Ambient Occlusion pass using the AOV thingy.
I have created an AOV input and put a "Octane Output Aov Render" node into it.
In the Render Pass dropdown menu I select "Ambient Occlusion"
Then from the IPR window, there is a dropdown menu on the left, by default is set to "Beauty" so I changed it to "Output AOV 1" but it's black.
And it's black even if I try to render out other passes, like Diffuse or Wireframe, etc. It's always black.
what am I doing wrong?
BK
OctaneRender Team
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Joined: Mon Oct 31, 2016 7:54 pm

Rikk The Gaijin wrote:I can't figure out how to render out the Ambient Occlusion pass using the AOV thingy.
I have created an AOV input and put a "Octane Output Aov Render" node into it.
In the Render Pass dropdown menu I select "Ambient Occlusion"
Then from the IPR window, there is a dropdown menu on the left, by default is set to "Beauty" so I changed it to "Output AOV 1" but it's black.
And it's black even if I try to render out other passes, like Diffuse or Wireframe, etc. It's always black.
what am I doing wrong?
Hi Rikk,

Thank you for the post.
For render passes we use the *Render AOV Group*>Create New> Add AOV input then add the AOV/passes.
The Output AOV group is when we wish to create our own custom AOV using the rendered AOVs. It's like a compositor app :D

Please find the attached file to refer
AOSample.zip
(9.79 KiB) Downloaded 202 times
cheers
Kind Regards

bk3d
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Thank you BK. I actually never noticed that there were two AOV settings, "Render AOV" and "Output AOV". I always assumed there was only the Output one.

One problem tho. The AOV pass of the Ambient Occlusion does not have the option to include the Normal Map or Bump in the calculation, like it has in the Info Channel.
Screenshot_2.jpg
Screenshot_3.jpg
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

Rikk The Gaijin wrote:Thank you BK. I actually never noticed that there were two AOV settings, "Render AOV" and "Output AOV". I always assumed there was only the Output one.

One problem tho. The AOV pass of the Ambient Occlusion does not have the option to include the Normal Map or Bump in the calculation, like it has in the Info Channel.
Screenshot_2.jpg
Screenshot_3.jpg
Hi Rikk,

thank you so much for noticing this.
Yes, we can render all the Octane Passes from the Render AOVs and use the Output AOV to composite the rendered passes/AOV to assemble a custom AOV.
We got confirmation that we would be adding an option to the ambient occlusion AOV for bump and normal mapping.

cheers
Kind Regards

bk3d
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Rikk The Gaijin wrote:Thank you BK. I actually never noticed that there were two AOV settings, "Render AOV" and "Output AOV". I always assumed there was only the Output one.

One problem tho. The AOV pass of the Ambient Occlusion does not have the option to include the Normal Map or Bump in the calculation, like it has in the Info Channel.
Screenshot_2.jpg
Screenshot_3.jpg
That was an oversight from me. We will add an option to toggle bump/normal mapping for the ambient occlusion AOV in 2021.1.4.

Until then, if you add another AOV that has this option (i.e. shading normals or texture tangent), or just simply the tangent normal AOV, the ambient occlusion AOV will also be rendered with bump/normal mapping.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Rikk The Gaijin
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Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Thank you BK and Abstrax!
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