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_p0
Bool
default: False
Whether to output p0 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.