Automatic AOV shader pass setup for geometry buffer Is there a way to create AOVs that affects all materials in the scene? I can successfully create an AOV shader pass that outputs world positions of the object material is on:

This gives me correct result, which I save to a separate file using composition. The problem is, that this is the only object that will be considered in the shader pass, rest of the image is empty.
So I would like have this shader pass for all of the materials in the scene. Am I coming at this wrong, or should I apply AOV Output to all 150 materials in my case? If the latter is correct, can this be done in python blender API?
You can override all materials in the scene as in the figure below. This is what I did in our paper &quot;Fast Synthetic LiDAR Rendering via Spherical UV Unwrapping of Equirectangular Z-Buffer Images&quot;. It is worth looking into material management addons.