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PBR custom pass render question


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I'm not up to date on how currently PBR deep raster exports are handled, but I think that while rendering in PBR you have to connect yellow BRDF output from diffuseVOP to directLightingVOP, and then export its output in turn. Otherwise your diffuse is wrongly evaluated (not evaluated), but why this changes beauty pass I'm not sure. You would have to investigate more.

At least this way your scene works the same for all engines.

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