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albedo AOV issue

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albedo AOV issue

Unread postby deross_ » Thu Jun 17, 2021 10:01 am

Hello,

When I add any specular or sheen value in a shader I get an issue in the albedo aov pass and the objects having it get very white.
For example in the attached rendered image the catapult and one type of tent have a very slight specular and sheen value.
albedo_example.png
albedo_example.png (220.68 KiB) Viewed 191 times

Is there a way to avoid this?
This happens both with the standard shader and the disney principled one.
I also used an LPE to extract the base color from the disney principled and seems to work but since in the scene I have both types of shaders I wanted to know if there was a quicker way to get the right result than replacing the standard shaders with the disney principled one.

Thanks
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Re: albedo AOV issue

Unread postby akirankumarr » Fri Jun 18, 2021 3:26 am

Hi,


Please try LPE with the below expression.

CD<K.'albedo'>

I think you will get the albedo/diffuse base texture color with this expression for all the shaders.



Regards,
Kiran
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Re: albedo AOV issue

Unread postby sam » Fri Jun 18, 2021 6:02 am

Probably, what's happening here is that you are using is the specific albedo AOV used for OptiX denoiser.
Sam Assadian
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