---
title: "PxrAOVLight in Maya"
canonical: "https://rmanwiki-26.pixar.com/space/RFM26/21037554/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://b07b1afe-3be5-4686-955a-7686d56ccf0e)

 

> 📝 ### 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://1dbef422-7901-4107-8d74-a08a56935f8f)

### 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://1ba81d0f-ce79-4f52-ad61-749d301c6511)

![image](media://d9fa3f9e-c66e-4ef1-a10e-0f4cfbd7965f)

### Light Filters and PxrAOVLight

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