State:New|BugID:328848|TargetRelease:No Target|icon_bug|icon_nuke|database:public|Resolution:Fixed|
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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