AOVs

beauty direct indirect diffuse specular specular indirect coat
transmission emission albedo specular albedo transmission albedo ID Z

AOVs (Arbitrary Output Variables) provide a way to render any arbitrary shading network component into different images. For example, an artist might find it convenient to separate direct and indirect lighting contributions and later recombine them during compositing. Arnold provides built-in AOVs for outputting depth, position, and motion vectors.

Arnold provides the following 'built-in' system AOVs. These AOVs are always available, no matter what shader(s) you are using.

Some shaders provide their own AOVs. For example, shadow_matte provides:

Other shaders used in your scene will support various other AOVs. Multiple shaders can contribute to the same AOV (for example, a Standard Surface and a Lambert shader both write to the Diffuse Direct AOV).

Composing the Beauty AOV

The RGBA beauty AOV can be split into smaller AOVs, where each contains part of the lighting. In compositing, these AOVs can then be individually modified and added together to get the full beauty AOV.

More AOVs give more control in compositing, but also extra work to handle, and they take up more memory and disk space, especially combined with light groups.

Some example sets of additive AOVs for the full beauty AOV are:

Simply adding together such AOVs is all that is needed for the beauty AOV. The albedo AOVs are not needed to reconstruct the beauty AOV but may be used, for example, to get just the lighting without the surface texture, by dividing diffuse by diffuse_albedo, or for denoising just the lighting while keeping the texture detail intact.