---
title: "PxrAOVLight in Maya"
canonical: "https://rmanwiki-25.pixar.com/space/RFM25/21889499/PxrAOVLight%20in%20Maya"
format: markdown
---
<span style="color: #000000">PxrAovLight is a handy utility light that allows a lighting artist to output a shot-specific AOV mask without needing to request one from the shading artists. In this example, we'll break down a common request...getting a refraction AOV for a character's eye (sclera or iris inside a cornea).</span>

<span style="color: #000000">To simplify it further, we'll demonstrate it with a red sphere inside a glass sphere.</span>

![image](media://1220a5d5-6c3f-42fb-a21d-5e5bcea8fb9f)

### Maya and RIB file

Download a Maya file or inspect a RIB file for this example:

[Download](https://renderman.atlassian.net/wiki/download/attachments/19431552/PxrAOVLight_Demo.zip)

### Light Linking with PxrAovLight

Use light linking to include/exclude pieces of geometry in the AOV. In this example, the PxrAovLight is "off" globally and "on" for the eye in the scene.  This linking setup creates a mask of the red sphere inside the refractive glass. 

![image](media://ffceaff5-4a38-41f2-b32c-2c13e46b8be2)

### Defining the Output AOV

Once you set an AOV Name in the PxrAOVLight attributes, use the Render Settings AOVs tab to define a new display to which PxrAovLight will write.

Make sure the names match, like so:

|  |  |
| --- | --- |
| **PxrAovLight** | *MyAOVName* |
| **Channel Source** | *MyAOVName* |

![image](media://752984d6-32d8-4cd3-9583-9065ff058f32)

![image](media://d8849e95-21de-4988-918e-c139f21ff9fe)

### Light Filters and PxrAovLight

Because PxrAovLight is a "light", light linking and light filters can modify the output AOV.