Eevee AOV passes have inacurate colour and semi-transparent alpha channels that are set to 0.9844 instead of 1 #85261

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opened 2 years ago by Shrinks99 · 10 comments

System Information
Operating system: macOS 11.1 / Windows 10
Graphics card: AMD Radeon Pro 5500M 4 GB / GTX 1050ti

Blender Version
Broken: Blender 2.92.0 Beta, February 01, 00:13:03- a9b53daf23
Worked: NA

Short description of error

Eevee's AOV passes do not seem to deliver accurate colour or alpha channels when compared to (what should be) equal output from the combined channel. Alpha channels seem to specifically be limited to 0.9844 where they should be 1.

Screen Shot 2021-01-31 at 11.53.55 PM.png
Material setup

Screen Shot 2021-01-31 at 11.54.51 PM.png
Viewing the render of the combined pass (note alpha channel value of 1 at the bottom of the viewer)

Screen Shot 2021-01-31 at 11.54.33 PM.png
Viewing the render of the cube pass (note alpha channel value of 0.9844 at the bottom of the viewer)

This has also been noted by this StackExchange user using a ColorRamp instead of an emission shader, this can be replicated with EXRs output from Blender and read into Nuke.

Exact steps for others to reproduce the error

  • Create a new emissive material in Eevee and apply it to an object
  • Use a Shader to RGB node to convert to colour data and attach to the new AOV Output node for Eevee
  • Configure render settings to output as EXR with the "Standard" (linear sRGB) viewer transform
  • Configure render passes to render out the newly created AOV in the View Layer Properties panel
  • Render!
  • Check the values

Blend file is attached! Eevee AOV problem.blend

**System Information** Operating system: macOS 11.1 / Windows 10 Graphics card: AMD Radeon Pro 5500M 4 GB / GTX 1050ti **Blender Version** Broken: Blender 2.92.0 Beta, February 01, 00:13:03- a9b53daf23ba Worked: NA **Short description of error** Eevee's AOV passes do not seem to deliver accurate colour or alpha channels when compared to (what should be) equal output from the combined channel. Alpha channels seem to specifically be limited to 0.9844 where they should be 1. ![Screen Shot 2021-01-31 at 11.53.55 PM.png](https://archive.blender.org/developer/F9607021/Screen_Shot_2021-01-31_at_11.53.55_PM.png) Material setup ![Screen Shot 2021-01-31 at 11.54.51 PM.png](https://archive.blender.org/developer/F9607023/Screen_Shot_2021-01-31_at_11.54.51_PM.png) Viewing the render of the combined pass (note alpha channel value of 1 at the bottom of the viewer) ![Screen Shot 2021-01-31 at 11.54.33 PM.png](https://archive.blender.org/developer/F9607028/Screen_Shot_2021-01-31_at_11.54.33_PM.png) Viewing the render of the cube pass (note alpha channel value of 0.9844 at the bottom of the viewer) This has also been noted by [this StackExchange user ](https://blender.stackexchange.com/questions/209970/2-92-0-bug-eevee-aovs-are-not-fully-opaque) using a ColorRamp instead of an emission shader, this can be replicated with EXRs output from Blender and read into Nuke. **Exact steps for others to reproduce the error** - Create a new emissive material in Eevee and apply it to an object - Use a Shader to RGB node to convert to colour data and attach to the new AOV Output node for Eevee - Configure render settings to output as EXR with the "Standard" (linear sRGB) viewer transform - Configure render passes to render out the newly created AOV in the View Layer Properties panel - Render! - Check the values Blend file is attached! [Eevee AOV problem.blend](https://archive.blender.org/developer/F9607034/Eevee_AOV_problem.blend)
Poster

Added subscriber: @Shrinks99

Added subscriber: @Shrinks99
Shrinks99 changed title from Eevee AOV passes have inacurate colour and alpha channels to Eevee AOV passes have inacurate colour and semi-transparent alpha channels that are set to 0.9844 instead of 1 2 years ago
Collaborator

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Collaborator

Looks like a missing sample count. (eg divide by 65 samples in stead of 64).

Looks like a missing sample count. (eg divide by 65 samples in stead of 64).
Collaborator

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Collaborator

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Collaborator

Guess this should be High prio.

Guess this should be High prio.
lichtwerk self-assigned this 2 years ago
Collaborator

Fix incoming.

Fix incoming.
Collaborator

This issue was referenced by 85fe12071a

This issue was referenced by 85fe12071ad7f7f866b2f2e213ee291dc607b38d

Added subscriber: @geocentric_wage

Added subscriber: @geocentric_wage
Collaborator

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
lichtwerk closed this issue 2 years ago
ThomasDinges added this to the 2.92 milestone 2 days ago
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Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
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Module › Modeling
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Status › Needs Information from Developers
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Reference: blender/blender#85261
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