Bumping this, having same issue, as I noticed specular and fresnel are contaminating the albedo built in aov. Any idea how to get a diffuse only albedo beside making a custom shader aov and passing through it for every diffuse input which is really cumbersome ?
alli13 Bumping this, having same issue, as I noticed specular and fresnel are contaminating the albedo built in aov. Any idea how to get a diffuse only albedo beside making a custom shader aov and passing through it for every diffuse input which is really cumbersome ?
thanks
Seems like a bug, considering that the name of the exported channel is "export_basecolor", it shouldn't be anything other than the value connected to the basecolor input.
A cursory test also shows that the AOV does not match XPU, if metallic is not zero. If your ticket was closed, I would try to reopen it.