Hi, I’m running into an issue with the depth pass when rendering with Karma XPU.
On CPU, the depth pass looks solid (no transparency). When used in comp (Nuke ZDefocus), it works correctly and produces no artifacts.
On XPU, the depth pass looks very different: in areas with strong motion blur it becomes semi-transparent, which causes artifacts when applied in comp.
I’ve tried different Render Var settings (ray:hitPz, Source Type = Raw, Sample Closest / Minimum, Pixel Filter = minmax zmin), but the transparency issue in motion blur still remains on XPU.
Question:
Is there a way to get the same type of depth pass on XPU as on CPU (no averaged / semi-transparent values in motion blur), so it can be used correctly for ZDefocus in comp? Or is this currently a limitation of XPU and the depth needs to be rendered separately?
Version: Houdini 20.5.278, Karma XPU.