BUG? Material AND Object Layer need AOV ID for clean mask

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pegot
Licensed Customer
Posts: 934
Joined: Mon Nov 07, 2011 3:44 am

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
MaterialID.png
ObjectLayerID.png
Correct.png
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john_otoy
OctaneRender Team
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Can you attach (or PM me) an orbx scene showing the issue?
pegot
Licensed Customer
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Joined: Mon Nov 07, 2011 3:44 am

john_otoy wrote:Can you attach (or PM me) an orbx scene showing the issue?
Ok I PM'd you the file, along with some additional notes.

Basicaly, it appears as if the issue is being cause by a Volumetric Spotlight.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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