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  • Published 30 Nov 2018

Blender 2.8 Cycles AOVs Request: Position ( world & object reference ) & Normals ( world & object reference )

Cycles AOVs Request:

  • positionWorld ( for generating matte or creating 3d point could on static in compositing )
  • positionObjectReference ( for generating matte or creating 3d point could on moving/deforming object in compositing )
  • normalsWorld ( for generating directional matte in world space )
  • normalsObjectReference ( for generating directional matte in object space )

Production example:

Relighting & Placing 2D element based on point cloud position: youtube.com/watch

d.jpg

94.7%

Development Status: Open

Upvote 18 Downvote 1
SWD
30 Nov 2018

3 Comments

veliz.jr1

Greetings. I also wondered why we do not have in blender -position World. I have to clarify that I use Blackamgic Fusion in its free version and in fusion I found a way to get the position world. with the help of the camera of the scene of blender (fbx) and of the pass z.

This is a way to solve this lack but if I wish that blender has world position in the future

Here I have some examples of how it was drive.google.com/drive/folders/1GjQugbeUdzRvnjmx1GynKL5LwFFyGj6t

I ask for forgiveness if my English is not very good.

1
bruno.ortolland

This is actually doable in 2.79 by rendering an emission shader as material override, in the shader you just have to connect the object position of the geometry node and then use the vector tranform node to convert it form object to world. But i no longer the material override in 2.8.

But i agree that this is kind of laborious. A good solution to have multiple AOV possible would be to have the possibility to add custom shaders as AOV outputs. I guess that this is somehow what Tangent animation did in their build.

And that might be planned in a way via the dynamic overrides system.

SWD Author

@bruno.ortolland:

Hey Bruno,

Thanks for sharing the info. My thought is pretty much same, I'm hoping to have these features ready right out of the box in the AOVs, without going through too much hacking manually, writing custom shaders or compiling my own build. So that I can focus on the creative and visual side of thing.