ID 328848 - RayRender's 'output AOV' option does not correctly calculate transparency for exporting layers from Shader nodes

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Problem summary
The RayRender node will incorrectly calculate 'Output AOV's' if there is a Shader node (eg. Emission) that has a map input that contains RGB information. It does not calculate the alpha correctly with overlapping geometry and causes issues.

Customer reported version
nuke.n/a

Customer reported platform
centos6

Steps to reproduce

1) Open attached script

2) Toggle the RayRender 'Output AOV' checkbox
Result: occlusion matte issue removed with 'Output AOV' is off

3) Toggle the Emissive AOV layer from 'RGBA' to 'None'
Result: occlusion matte issue removed when 'None' is selected

4) Change from 'Roto' Emission map source to 'Constant'
Result: occlusion matte issue removed downstream when looking through the 'RayRender' node

OR

1) Create a 'Colorwheel' node

2) Create an 'Emission' shader node, set the Emission value to '0.5' and connect to then 'Colorwheel' node

3) Create a 'Roto' and draw a circle that gets contained within the 'Colorwheel' node, ensure the 'Roto' node is set to 'RGB'

4) Connect the 'Roto' node into the map input of the 'Emission' shader node

5) Create several 'Card's and connect to 'Emission' shader node

6) Create a 'Scene' node and connect all the 'Cards'

7) Separate the 'Cards' in 3D view to ensure they overlap in the viewer (but not in Z depth)

8) Create a 'Camera' looking at these cards

9) Create a Light node (set to 'Point') to see the Shaders (see below)
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10) Create a 'RayRender' node and connect 'cam' to the Camera and 'obj/scn' to the Scene node.

11) In AOV's select 'output AOV'

12) Select the 'Emissive' layer also in the 'AOVs' option and create 'new' layer called 'Emissive' and select 'Auto RGBA'

13) View the results of the 'RayRender' node in 2D view. (see below for reference)
Result: The Shader does not correctly get calculated with 'Output AOV' on with any layer selected. 



14) Toggle the RayRender 'Output AOV' checkbox
Result: occlusion matte issue removed with 'Output AOV' is off

15) Toggle the Emissive AOV layer from 'RGBA' to 'None'
Result: occlusion matte issue removed when 'None' is selected

Workaround
Unknown. Avoid using 'Output AOV's' when using a Shader node uses a map input with an alpha.

Reproduced by support
This problem has been reproduced on:

Nuke 11.1v1 - CentOS 6.9 - Windows 7 - MacOSX 10.12
Nuke 11.0v3 - CentOS 6.9
Nuke 10.5v7 - CentOS 6.9 - Windows 7 - MacOSX 10.12 
Nuke 10.5v1 - CentOS 6.9
Nuke 10.0v6 - CentOS 6.9
Nuke 10.0v4 - CentOS 6.9 - Windows 7 - MacOSX 10.12 - regression

Earliest version tested
Nuke 10.0v3
- Issue no longer appears in this version and regressed

Expected behaviour
Shader's created in Nuke should be allowed to be exported as AOV's without occlusion issues between objects.

Actual behaviour
When Output AOV is set to export out a channel that has been created upstream with a Nuke Shader node, it will contain issues when objects are occluding other objects.

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