RenderOutput

Overview

The RenderOutput object is used to specify any output the renderer produces. For more explanation on RenderOutputs and their uses, please refer to our Render Outputs Guide.


Attribute Reference

General attributes

active

Bool
default: True

true enables, false disables render output.

camera

Camera
default: None

Camera to use for this output. If not specified, defaults to the primary camera.

channel_format

Int enum
  0 = “float”
  1 = “half” (default)

The pixel encoding (bit depth and type) of the output channel.

channel_name

String
default:

Name of the output channel. In the case of an empty channel name a sensible default name is chosen.

channel_suffix_mode

Int enum
  0 = “auto” (default)
  1 = “rgb”
  2 = “xyz”
  3 = “uvw”

When processing multi-channel outputs, how should channel names be suffixed?
 auto : a best guess suffix is chosen based on the type of output
 rgb : .R, .G, .B
 xyz : .X, .Y, .Z
 uvw : .U, .V, .W

checkpoint_file_name

String
default: checkpoint.exr

Name of checkpoint output file.

checkpoint_multi_version_file_name

String
default:

Name of checkpoint output file under checkpoint file overwrite=off condition.

compression

Int enum
  0 = “none”
  1 = “zip” (default)
  2 = “rle”
  3 = “zips”
  4 = “piz”
  5 = “pxr24”
  6 = “b44”
  7 = “b44a”
  8 = “dwaa”
  9 = “dwab”

Compression used for file (or file part in the multi-part case). All render outputs that target the same image must specify the same compression.

cryptomatte_depth

Int
default: 6

Number of cryptomatte (id,coverage) data sets to output

cryptomatte_enable_refract

Bool
default: True

Enable refractive cryptomatte channels. Doubles the number of cryptomatte channels.

cryptomatte_output_beauty

Bool
default: False

Whether to output beauty data per cryptomatte id

cryptomatte_output_normals

Bool
default: False

Whether to output shading normal data per cryptomatte id

cryptomatte_output_positions

Bool
default: False

Whether to output position data per cryptomatte id

cryptomatte_output_refn

Bool
default: False

Whether to output refn data per cryptomatte id

cryptomatte_output_refp

Bool
default: False

Whether to output refp data per cryptomatte id

cryptomatte_output_uv

Bool
default: False

Whether to output uv data per cryptomatte id

cryptomatte_support_resume_render

Bool
default: False

Whether to add additional cryptomatte layers to support checkpoint/resume rendering

denoise

Bool
default: False

Run optix denoiser before writing to disk

denoiser_input

Int enum
  0 = “not an input” (default)
  1 = “as albedo”
  2 = “as normal”

How to use this output as a denoiser input

display_filter

DisplayFilter
default: None

If "result" is "display filter", this attribute refers to a display filter object which is used to compute the output pixel values.

exr_dwa_compression_level

Float
default: 85.0

Compression level used for file with dwaa or dwab compression. All render outputs that target the same image must specify the same compression level.

exr_header_attributes

Metadata
default: None

Metadata that is passed directly to the exr header. Format: {"name", "type", "value"}

file_name

String
default: scene.exr

Name of destination file.

file_part

String
default:

Name of sub-image if using a multi-part exr file.

lpe

String
default:

This attribute specifies a light path expression to output. For details on light path expression syntax see:
  https://github.com/imageworks/OpenShadingLanguage/wiki/OSL-Light-Path-Expressions
 Labels on scattering events are constructed from two parts: [ML.]LL Where:
  <ML> is the label attribute value of the material (if non-empty)
  <LL> is the lobe label assigned in the shader by the shader writer
 Labels on light events are set from the label attribute of the light.
 Additionally, a small set of pre-defined expressions are available:
  'caustic' : CD[S]+[<L.>O]
  'diffuse' : CD[<L.>O]
  'emission' : CO
  'glossy' : CG[<L.>O]
  'mirror' : CS[<L.>O]
  'reflection' : C<RS>[DSG]+[<L.>O]
  'translucent' : C<TD>[DSG]+[<L.>O]
  'transmission' : C<TS>[DSG]+[<L.>O]

material_aov

String
default:

If "result" is "material aov", this attribute specifies a material aov expression to output. The expression format is:
 [('<GL>')+\.][('<ML>')+\.][('<LL>')+\.][(SS|R|T|D|G|M)+\.][fresnel\.]<property>. Where:
  <GL> is a label associated with the geometry
  <ML> is a label associated with the material
  <LL> is a lobe label
  R means reflection side lobe
  T means transmission side lobe
  D means diffuse lobe category
  G means glossy lobe category
  M means mirror lobe category
  SS means sub-surface component of the material
  fresnel means to select the lobe's or sub-surface's fresnel
  <property> can be one of:
   'albedo' (bsdf lobe | subsurface) (RGB),
   'color' (bsdf lobe | subsurface | fresnel) (RGB),
   'depth' (state variable) (FLOAT),
   'dPds' (state variable) (VEC3F),
   'dPdt' (state variable) (VEC3F),
   'dSdx' (state variable) (FLOAT),
   'dSdy' (state variable) (FLOAT),
   'dTdx' (state variable) (FLOAT),
   'dTdy' (state variable) (FLOAT),
   'emission' (bsdf) (RGB),
   'factor' (fresnel) (FLOAT),
   'float:<attr>' (primitive attribute) (FLOAT),
   'matte' (bsdf lobe | subsurface) (FLOAT),
   'motionvec' (state variable) (VEC2F),
   'N' (state variable) (VEC3F),
   'Ng' (state variable) (VEC3F),
   'normal' (bsdf lobe | subsurface) (VEC3F),
   'P' (state variable) (VEC3F),
   'pbr_validity' (bsdf lobe | subsurface) (RGB),
   'radius' (subsurface) (RGB),
   'rgb:<attr>' (primitive attribute) (RGB),
   'roughness' (bsdf lobe) (fresnel) (VEC2F),
   'St' (state variable) (VEC2F),
   'vec2:<attr>' (primitive attribute) (VEC2F),
   'vec3:<attr>' (primitive attribute) (VEC3F),
   'Wp' (state variable) (VEC3F)
 Examples:
  albedo : Albedo of all rendered materials
  R.albedo : Total reflection albedo
  'spec'.MG.roughness : Roughness of all mirror and glossy lobes that have the 'spec' label

math_filter

Int enum
  0 = “average” (default)
  1 = “sum”
  2 = “min”
  3 = “max”
  4 = “force_consistent_sampling”
  5 = “closest”

the math filter over the pixel.
options include:
 average
 sum
 min
 max
 force_consistent_sampling : average of the first "min_adaptive_samples"
 closest : use sample with minimum z-depth

output_type

String
default: flat

Specifies the type of output. Defaults to "flat", meaning a flat exr file. "deep" will output a deep exr file.

primitive_attribute

String
default:

If "result" is "primitive attribute", this attribute specifies the particular primitive attribute to output. Default channel name is based on primitive attribute name and type.

primitive_attribute_type

Int enum
  0 = “FLOAT” (default)
  1 = “VEC2F”
  2 = “VEC3F”
  3 = “RGB”

This attribute specifies the type of the attribute named with the "primitive attribute" setting. This is required to uniquely specify the primitive attribute.

result

Int enum
  0 = “beauty” (default)
  1 = “alpha”
  2 = “depth”
  3 = “state variable”
  4 = “primitive attribute”
  5 = “time per pixel”
  6 = “wireframe”
  7 = “material aov”
  8 = “light aov”
  9 = “visibility aov”
  11 = “weight”
  12 = “beauty aux”
  13 = “cryptomatte”
  14 = “alpha aux”
  15 = “display filter”

The result to output. Available results:
 general results:
  "beauty" - full render (R, G, B),
  "alpha" - full render alpha channel (A),
  "depth" - z distance from camera (Z),
  "display filter" - output results from a display filter,
 aov results:
  "state variable" - Built-in state variable,
  "primitive attribute" - Procedural provided attributes,
  "material aov" - Aovs provided via material expressions
  "light aov" - Aovs provided via light path expressions
  "visibility aov" - Fraction of light samples that hit light source
  "weight" - weight,
  "beauty aux" - renderBuffer auxiliary sample data for adaptive sampling,
  "cryptomatte" - cryptomatte,
  "alpha aux" - alpha auxiliary sample data for adaptive sampling,
 diagnostic results:
  "time per pixel" - Time per pixel heat map metric,
  "wireframe" - Render as wireframe

resume_file_name

String
default:

Name of input file for resume render start condition

state_variable

Int enum
  0 = “P”
  1 = “Ng”
  2 = “N” (default)
  3 = “St”
  4 = “dPds”
  5 = “dPdt”
  6 = “dSdx”
  7 = “dSdy”
  8 = “dTdx”
  9 = “dTdy”
  10 = “Wp”
  11 = “depth”
  12 = “motionvec”

If "result" is "state variable", this attribute specifies the particular state variable result.
 "P" - position (P.X, P.Y, P.Z),
 "Ng" - geometric normal (Ng.X, Ng.Y, Ng.Z),
 "N" - normal (N.X, N.Y, N.Z),
 "St" - texture coordinates (St.X, St.Y),
 "dPds" - derivative of P w.r.t S (dPds.X, dPds.Y, dPds.Z),
 "dPdt" - derivative of P w.r.t T (dPdt.X, dPdt.Y, dPdt.Z),
 "dSdx" - s derivative w.r.t. x (dSdx),
 "dSdy" - s derivative w.r.t. y (dSdy),
 "dTdx" - t derivative w.r.t. x (dTdx),
 "dTdy" - t derivative w.r.t. y (dTdy),
 "Wp" - world position (Wp.X, Wp.Y, Wp.Z),
 "depth" - z distance from camera (Z),
 "motionvec" - 2D motion vector

visibility_aov

String
default: C[<T.><RS>]*[<R[DG]><TD>][LO]

If "result" is "visibility aov", this attribute specifies a light path expression that defines the set of all paths usedto compute the visibility ratio.