Building a composite, I added AOV id’s to my materials but my custom mask pass rendered incorrectly, with all sorts of different values other than straight white. Reflections from lights as well as parts of my material’s label can be seen in the mask.
I then removed the AOV id from the material and attached it to the Object Layer instead. I got the same incorrect mask results. So next I tried adding the AOV id to both the material AND Object Layer. This finally resulted in a clean mask.
Is this expected behavior or a bug?
Behavior occurred in both 2021.1 and 2021.1 XB
BUG? Material AND Object Layer need AOV ID for clean mask
Ok I PM'd you the file, along with some additional notes.john_otoy wrote:Can you attach (or PM me) an orbx scene showing the issue?
Basicaly, it appears as if the issue is being cause by a Volumetric Spotlight.
Win 10 - AMD Ryzen 9 5950X
MB: ASRock X570 Creator
PSU: 1600w EVGA
5090 MSI Suprim WC
3090 ASUS Tuff
MB: ASRock X570 Creator
PSU: 1600w EVGA
5090 MSI Suprim WC
3090 ASUS Tuff
This is a limitation: If you have a surface that records a mask in a custom AOV, it can do that only if a path actually reaches that surface. If you place a scattering volume in front of that surface then those samples that scatter in the volume don't reach the surface, effectively hiding the surface, resulting in a mask value less than 1.
If you don't need the scattering effect of the volumetric light, just set the scattering color to black and the mask will 1 again.
If you don't need the scattering effect of the volumetric light, just set the scattering color to black and the mask will 1 again.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra

