What is this attribute prox where does it come from ?? Are there actuall any values for this ??
You may have to elaborate this to get a more suited answer.
Oki is correct. You’re passing an object attribute directly through the shader to the aov (with no shader nodes in between), and it’s not clear exactly what you’re trying to do, or what you expect to see.
well the attributes r from the geometry nodes. the resulting values r shown in 2nd pic of the first post with the combined pass.
But do you really need something between the attribute node and the aov output? ive tried this before, putting it inside a node group and running it inline with the other outputs, which is slightly different, and it worked.


Ive tried doing something similar but it wouldnt work
I mean i can still use the attribute in the shader nodes directly on the textures, just that lately i realised unless youre doing PBR and not NPR, which im doing, its a fools errand to do everything in blender, rendering everything out as one pass. Instead i should render out multiple passes and comp them together, so i have more creative freedom.
Ok, now I have a better idea of what you’re going for. (Have to stare at this a bit, but the followup info is good.)
I had the same problem in 5.1 using Eevee and setting the material Render Method from “Blended” to “Dithered” fixed it for me.

Hopefully this helps someone stumbling on the same issue in the future <3



