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Point color and base color gives different results


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Hi gang,

I'm trying to assign different diffuse colors on geometry level instead of having a shader per object. But when I change from using baseColor on the mantrasurface to using point color (and no base color) I get very weak speculars. I've looked around in the shader but I can't make sense of this, what am I missing?

base_vs_point_color.hipnc

post-8320-0-36552800-1379611027_thumb.jp

post-8320-0-00507900-1379611040_thumb.jp

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The reason is the reflMaskColor1 operator inside the Mantra Surface. It has Use Point Color parameter turned on by default. So it tints the reflections by the Cd attribute if this attribute exist.

If you turn it off you will have the same reflections in your scene for the first and second frames.

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