

The other AOV groups correspond to the shader nodes being used (assuming those shader nodes support AOV).
#Maya to form z import full
volume opacity: RGB AOV with the full three-channel opacity for volumes only.volume indirect: Volume scattering indirect lighting.volume direct: Volume scatter direct lighting.volume_albedo: Volume color without lighting or shadowing.volume_z: The Z depth for the first volume contribution is output in a flat AOV.transmission_indirect: Specular transmission of indirect lighting.transmission_direct: Specular transmission direct lighting.transmission_albedo: Specular transmission color without lighting or shadowing.transmission: Specular transmission (refraction).sss_indirect: SSS and diffuse transmission indirect lighting.sss_direct: SSS and diffuse transmission direct lighting.sss_albedo: SSS and diffuse transmission color without lighting or shadowing.sss: Subsurface scattering and diffuse transmission.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.emission: Lights and emissive objects directly visible from the camera.direct: D irect lighting from all surfaces and volumes.diffuse_indirect: Diffuse indirect light.diffuse_direct: Diffuse direct lighting.


P: Position of the shading point (in world space).N: Smooth normal at the shading point (in world space).You can also add specific ID numbers via the user options string field for an object. ID: Random number value derived from the name of the shape.AA_inv_density: Visualizes the sample density with Adaptive Sampling.
