PxrVisualizer
PxrVisualizer is a utility integrator that can be used to navigate large scenes and inspect geometry during Interactive re-rendering. It allows different styles of viewing, including shaded, flat, normals, st, wireframe. Disable pretessellate for the best results (this is done automatically in Renderman for Maya, RfM). When using PxrVisualizer with IPR in RfM, be sure to set Update Mode to "Continuous" in the IPR Options. For complex Maya scenes, hiding the geometry in the viewport improves scene navigation with PxrVisualizer rerendering.
Parameters
Parameter | Description |
---|---|
int wireframe | [1]: (Default) Visualizes the geometry's wireframe. |
string style | ["shaded"]: (Default) Simple N dot V shading. ["bxdf"]: Renders the scene with a virtual light and does not evaluate shadows or indirect lighting. Similar to the PxrDefault integrator. ["flat"]: Renders each object with a different flat color based on the object id. ["st"]: Renders the normalized st. ["normals"]: Renders the normals in object space. |
int normalCheck | [1]: Displays areas with inverted normals in a bright orange. This option is off by default. |
Standard AOVs
On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.
Declaration | Contents | Channels |
---|---|---|
color __Pworld | P in world-space | __Pworld.r : x component __Pworld.g : y component __Pworld.b : z component |
color __Nworld | Nn in world-space | __Nworld.r : x component __Nworld.g : y component __Nworld.b : z component |
color __depth | Multi-purpose AOV | __depth.r : depth from camera in world-space __depth.g : height in world-space __depth.b : geometric facing ratio : abs(Nn.V) |
color __st | Texture coords | __st.x : s __st.y : t __st.z : 0.0 |
color __Pref | Reference Position primvar (if available) | __Pref.r : x component __Pref.g : y component __Pref.b : z component |
color __Nref | Reference Normal primvar (if available) | __Nref.r : x component __Nref.g : y component __Nref.b : z component |
color __WPref | Reference World Position primvar (if available) | __WPref.r : x component __WPref.g : y component __WPref.b : z component |
color __WNref | Reference World Normal primvar (if available) | __WNref.r : x component __WNref.g : y component __WNref.b : z component |