
Regarding AOV output, it is crucial to predict what would I do in Nuke before I select which passes to be added in. There are no needs for me to render all passes, as it is too time consuming. For example, Sub-Surface Scattering (SSS) has been taken away from rendering, as the engine is solid metal texture machine. Also, I suppose depth, normal and motion vector are not relevant for the engine in this stage.
Therefore, UV and ID are added, mainly for slightly lighting and texture adjustment later. And, of course, other passes like diffuse, specular, and shadow are the must- have items on AOVs render list.

However, when I checked my passes in Nuke, the alpha pass showed a layer of soft shadow on shadow matte plane, which I don’t want that to happen. Perhaps I have to go back to Maya to fix the shadow matte. I hope I can get a solid, object-only shadow in my re-render.


2nd Rendering with Spot light
Using spot light to have soild shadow lighting and control target on object.


And more AOVs passes are rendered, including AO.
