AOV / passes workflow

Oh. Apologies, I thought there were more vfx people already looking at UE. AOV refers to the different layers of light including for example, specular reflection, diffuse reflection, transparency, sss, and emit layers. Normally we render them separately so we can have deep aesthetic control in compositing. A holdout pass is a little harder to explain. you make a mesh (like a character) zero black and zero alpha in cases where you are rendering some other asset that is both in front and behind, like snow or smoke. The holdout permits us to render the snow or smoke separately and composite it atop the character. Probably confusing, sorry about that. Object passes simply mean if I have an environment, a horse and an airplane, I want to render them separately for later compositing control. We also do per-light passes. So if there is a sun and a sky, we will render each object twice, once for sun and once for sky, which gives us great contrast and colour control in compositing.

I am hearing that UE is going to make render farms obsolete, so that’s what I’m here to find out.

lor