AOV Classifications
Output AOVs
These are effectively composites. Each separate layer in a single Output AOV is composited on top of the other, bottom to top. Each has a separate blending mode, just like a layer in Adobe Photoshop. Multiple Output AOVs can be present in a nodegraph, but they are self-contained and do not effect the others. For composites, only the layers within a singular Output AOV matter.
Blending Settings
Output AOV
Output AOV group
Blend — These elements are used to build a comp:
Image Texture (file)
Layer Group
Light Mixer
Render AOV
Solid Color
Texture
Checkpoints
Discard Checkpoint
Load Checkpoint
Save Checkpoint
Effects - Color — These nodes affect the visual result of the element in the comp.
Adjust Brightness
Adjust Contrast
Adjust Hue
Adjust Saturation
Adjust White Balance
Apply Camera Response Curve (SDR only)
Apply Custom Curve
Apply Gamma Curve (SDR only)
Apply LUT
Appply OCIO look
Boost Highlights
Channel Clamp
Channel Inver (SDR only)
Channel Map Range
Effects - Display — These nodes are used to convert the comp output for viewing on a monitor and potential final output (ACES/OCIO refers to these items as Image Transforms or Output Transforms)
Convert for SDR Display (ACES)
Convert for SDR Display (AgX)
Convert for SDR Display (basic)
Convert for SDR Display (OCIO)
Convert for SDR Display (smooth)
Convert for 8-bit Display (SDR only)
Effects - Opacity
Adjust Opacity
Mask with Cryptomatte (possible name to Cryptomatte in 2026)
Mask with Layer Group (possible rename to Mask in 2026)
Effects - Post Processing — These nodes enhance the comp in some fashion
Add bloom
Add chromatic abberation
Add glare
Add lens flare
Add vignette
Blur
Open Image Denoise
Remove Hot Pixels
Sharpen
Legacy — Obsolete nodes
Apply Imager and Post Processing
Legacy Output AOV
Utility
Blending Settings Switch
Layer Group (Pass-through)
Output AOV group switch
Output AOV layer switch
Output AOV switch
Render AOVs
These are passes from the render itself. To be used in a comp, a Render AOV must reference the pass from the Render AOV Parameter menu. Each Render AOV node contains Blending Settings, referenced when used as a layer in a given Output AOV.
Render AOV Group
AOV Collections
Auxiliary AOVs
Beauty AOVs (detailed)
Beauty AOVs (simple)
Cryptomatte AOVs (all)
Cryptomatte AOVs (stable)
Custom AOVs (10)
Custom AOVs (20)
Denoised AOVs
Global Texture AOVs (10)
Global Texture AOVs (20)
Info AOVs
Light AOVs (detailed)
Light AOVs (simple)
Render Layer AOVs
Auxiliary
Alpha AOV
Camera Mask AOV
Cryptomatte AOV
Irradiance AOV
Light Direction AOV
Noise AOV
Postfx Media AOV
Post Processing AOV
Shadow AOV
Beauty - surfaces
Denoise Albedo AOV
Denoise Normal AOV
Diffuse AOV
Diffuse Direct AOV
Diffuse Filter (beauty) AOV
Diffuse Indirect AOV
Emitters AOV
Environment AOV
Reflection AOV
Reflection Direct AOV
Reflection (beauty) AOV
Reflection Indirect AOV
Refraction AOV
Refraction filter (beauty) AOV
Subsurface Scattering AOV
Transmission AOV
Transmission (beauty) AOV
Beauty - Volumes
Volume AOV
Volume Emission AOV
Volume Mask AOV
Volume Z-depth back AOV
Volume Z-depth front AOV
Custom
Custom AOV
Global Texture AOV
Denoised
Denoised Diffuse Direct AOV
Denoised Diffuse Indirect AOV
Denoised Emission AOV
Denoised Reflection Direct AOV
Denoised Reflection Indirect AOV
Denoised Remainder AOV
Denoised Volume AOV
Denoised Volume Emission AOV
Info
Ambient Occlusion AOV
Baking group ID AOV
Diffuse Filter (info) AOV
Index of Refraction AOV
Light Pass ID AOV
Material ID AOV
Motion Vector AOV
Normal (geometric) AOV
Normal (shading) AOV
Normal (smooth) AOV
Normal (tanget) AOV
Object ID AOV
Object Layer Color AOV
Opacity AOV
Position AOV
Reflection Filter (info) AOV
Refraction Filter (info) AOV
Render Layer ID AOV
Render Layer Mask AOV
Roughness AOV
Texture Tangent AOV
Transmission Filter (info) AOV
UV Coordinates AOV
Wireframe AOV
Z-depth AOV
Light
Light AOV
Light Direct AOV
Light Indirect AOV
Render Layer
Black Layer Shadows AOV
Layer Reflections AOV
Layer Shadows AOV
Utility
- Render AOV Switch
Textures
These are all of the available Octane texture types (gradients, procedurals, etc., used as inputs to the Composite Texture node).
- Texture Layers — Effectively "Composite Texture Layers" as these items function as layers for the Composite Texture node, and are the only type of layer which can do so.
