Improve custom shader AOVs #73266

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opened 2020-01-20 14:13:19 +01:00 by Brecht Van Lommel · 26 comments
  • Autocomplete AOV names in the AOV output node
  • Unique naming and adding .001 does not work correctly in all cases
  • Add vector AOV output type
  • View layer level material or shader node group that can be set to output AOVs for all objects
  • Viewport display of custom shader AOVs
  • OSL support
  • Add filtering options (mainly to use either transparency or not, min, max, ..)
- [ ] Autocomplete AOV names in the AOV output node - [x] Unique naming and adding .001 does not work correctly in all cases - [ ] Add vector AOV output type - [ ] View layer level material or shader node group that can be set to output AOVs for all objects - [ ] Viewport display of custom shader AOVs - [ ] OSL support - [ ] Add filtering options (mainly to use either transparency or not, min, max, ..)
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @brecht

Added subscriber: @brecht

#79942 was marked as duplicate of this issue

#79942 was marked as duplicate of this issue

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Added subscriber: @DanielPaul

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Added subscriber: @boberfly
  • OSL support for AOV output, currently I am seeing the shader isn't compiling under OSL while debugging like it is in SVM.

eg. OSL-version (I think) of https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/svm.cpp$554

Cheers

- OSL support for AOV output, currently I am seeing the shader isn't compiling under OSL while debugging like it is in SVM. eg. OSL-version (I think) of https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/svm.cpp$554 Cheers

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@brecht there is a patch to add AOVs to EEVEE. It also moves the AOV passes to DNA. In functionality it improves some of the issues as described here, but needs a different interface to external renderpasses so the double naming check works when defining AOVs and when rendering. Perhaps something to look at.
D7010: EEVEE: Arbitrary Output Variables

@brecht there is a patch to add AOVs to EEVEE. It also moves the AOV passes to DNA. In functionality it improves some of the issues as described here, but needs a different interface to external renderpasses so the double naming check works when defining AOVs and when rendering. Perhaps something to look at. [D7010: EEVEE: Arbitrary Output Variables](https://archive.blender.org/developer/D7010)
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Added subscribers: @Dividuum, @lichtwerk, @Blendify

Added subscribers: @Dividuum, @lichtwerk, @Blendify

Added subscriber: @juang3d

Added subscriber: @juang3d

A custom AOV to hold an override material could be good. For when you want an AOV that includes the whole scene (like with a custom depth AOV)

A custom AOV to hold an override material could be good. For when you want an AOV that includes the whole scene (like with a custom depth AOV)

Added subscriber: @chadking

Added subscriber: @chadking

Added subscriber: @Gorialis

Added subscriber: @Gorialis

In the original proposed implementation of shader AOVs, support was added for baking AOVs, but was removed in a revision, with the suggestion that it could be rebased back later: https://developer.blender.org/D4837#148553

Is this still planned? I was thinking of trying to implement such a feature myself until I realized it was already part of the old revisions. It'd be really useful for baking maps that Blender's shader model doesn't support without having to piggyback off e.g. Emission.

In the original proposed implementation of shader AOVs, support was added for baking AOVs, but was removed in a revision, with the suggestion that it could be rebased back later: https://developer.blender.org/D4837#148553 Is this still planned? I was thinking of trying to implement such a feature myself until I realized it was already part of the old revisions. It'd be really useful for baking maps that Blender's shader model doesn't support without having to piggyback off e.g. Emission.

Added subscriber: @IPv6

Added subscriber: @IPv6

Any chance to see this implemented for OSL? //
Its` a pitty it is not possible to use it with full OSL glory :(

Any chance to see this implemented for OSL? // Its` a pitty it is not possible to use it with full OSL glory :(

This issue was referenced by 8e8932c8ff

This issue was referenced by 8e8932c8ff28ec1b1ac7af9254244d94b326b9b8
  • A way to specify filter (eg. wanting to render some mapping like position reference or a custom UV map from an attribute, and have no filtering applied)

That would be awesome!

- A way to specify filter (eg. wanting to render some mapping like position reference or a custom UV map from an attribute, and have no filtering applied) That would be awesome!

Added subscriber: @amgg

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Brecht Van Lommel added this to the Render & Cycles project 2023-02-07 19:08:06 +01:00
Philipp Oeser removed the
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Reference: blender/blender#73266
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