State:Closed|icon_bug|icon_nuke|database:public|Resolution:Fixed|BugID:373386|TargetRelease:11.3v1|
Problem summary
DeepRecolor doesn't combine soft edges of different objects in auxiliary channels correctly, if target input alpha is enabled.
Customer reported version
11.2__11.2v4
Customer reported platform
Steps to reproduce
1) Open the attached script
2) View ShuffleB2 node, and compare it to the ShuffleA2 node, the soft edges are not correctly combined

Workaround
1) Instead of recoloring all the channels just recolor the RGBA while keeping to target in put alpha ON, then add a second DeepRecolor from the same 2D stream again but with all the auxiliary channels BUT switch the target input alpha OFF.
2) Per AOV, premultiply the pass in deep, and then unpremultiply in 2D
Reproduced by support
This bug has been reproduced in:
This bug has been reproduced in:
Nuke 11.2v4 - Windows 10 - CentOS 6.9 - MacOS 10.13.6
Nuke 11.2v1 - Windows 7
Nuke 11.1v6 - Windows 7
Nuke 11.1v2 - Windows 10 - CentOS 6.9 - MacOS 10.13.6 - regression
Unable to reproduce bug in:
Nuke 11.1v1 - Windows 10 - CentOS 6.9 - MacOS 10.13.6
Earliest version tested
Nuke 11.1v1 - This issue no longer appears in this version and has regressed
Expected behaviour
The the target input alpha to affect the other channels the same way as RGBA is affected
Actual behaviour
The soft edges appear not to be multiplied together correctly
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