AOVs (Toon) - Arnold User Guide
The following AOVs are available for the toon shader.
Stylized Highlight AOV
Stylized highlight AOV.
Rim Light AOV
Rim light AOV.
Light Group AOVs
The Toon shader outputs direct lighting from all lights that have their "aov" parameter assigned a label. These AOVs' names are prefixed by the toon's "aov_prefix" parameter, if available. For instance, using (light name).aov = "keylight" with (toon shader).aov_prefix = "myprefix_", lighting information will be saved in an AOV named "myprefix_keylight".
Rendering Edges Separately
To save the beauty render (without edges) and edges separately, you must create an RGBA AOV (beauty) and a Custom AOV (edges). Use a Box Filter for the RGBA AOV (because the Contour Filter uses Box Filter internally) and a Contour Filter for the edges Custom AOV. This enables you to render two separate images simultaneously, which also saves the overall rendering time.
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RGBA AOV without edges (Box Filter) | Edges Custom AOV (alpha channel) using Contour Filter |
AOV Prefix
An optional aov_prefix that will be prepended to the toon AOVs' names. For instance, if aov_prefix is "toon_", the toon diffuse AOV will be written out to "toon_diffuse". This can be used when you need to access both the toon AOVs and the core's LPE AOVs.