Viewport exposure different from render exposure

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Viewport exposure different from render exposure

Postby J.C » Wed Apr 13, 2016 9:35 am

J.C Wed Apr 13, 2016 9:35 am
Hi,

With the latest release (9.11) I've noticed that there is a noticable exposure difference in final render compared to the viewport render.
I have to set gamma to 0.5 in Blender's Color Management tab to match both renders. Since then they are almost identical.
Attachments
exposureDiff.png
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System – Windows 11
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Re: Viewport exposure different from render exposure

Postby Synthercat » Thu Apr 14, 2016 4:16 pm

Synthercat Thu Apr 14, 2016 4:16 pm
That seems like the bug I recently reported that was fixed on 9.10 I think

Have you clicked the "Octane Imager" tick on the Camera settings?
(The should default to ON in my opinion)
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Re: Viewport exposure different from render exposure

Postby J.C » Fri Apr 15, 2016 10:17 am

J.C Fri Apr 15, 2016 10:17 am
Weather it is ON or OFF there is still a difference.
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Re: Viewport exposure different from render exposure

Postby justavisitor » Fri May 06, 2016 1:34 pm

justavisitor Fri May 06, 2016 1:34 pm
Has this been fixed?
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Re: Viewport exposure different from render exposure

Postby Saramary » Fri May 06, 2016 10:39 pm

Saramary Fri May 06, 2016 10:39 pm
You can't use Blender tonemapping AND OctaneRender tonemapping and expecting to have the same result in both Blender Image Editor (F12) and Render Display Mode (Shift+Z). If Octane Imager is ON, you should turn OFF Blender Colour Management completely and visa versa (except the case when you know what are you doing). Otherwise you'll be using tonemapping twice. If any of Blender's tonemapping is still ON, you'll get Blender's tonemapping added on top of the Octane's one. Converting to sRGB colour space is a part of tonemapping too.

OctaneImager.png
OctaneImager.png (21.49 KiB) Viewed 5008 times
ToneMappingBoth.png

Linear workflow means that a user doesn't use OctaneRender tonemapping (Octane Imager is OFF) but uses only the Blender's one (which btw has sRGB colour space turned ON by default) or other applications to add tonemapping to an image later. This is why Octane Imager is OFF by default.
But if you turn ON Octane Imager you have to be sure that ALL Blender's Image Editor tonemapping is OFF.

ToneMappingOctane.png
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Re: Viewport exposure different from render exposure

Postby justavisitor » Thu May 26, 2016 12:52 am

justavisitor Thu May 26, 2016 12:52 am
Saramary wrote:If Octane Imager is ON, you should turn OFF Blender Colour Management completely


Is this correct? I've never seen it mentioned anywhere, and you'd think it would be the headline of any Octane/Blender tutorial/manual.

Also, if this information is accurate, exactly how do you do that? You emphasize that we should turn it off completely, implying there are several ways to do this and that some of those are not complete.

I googled various combinations of turn off color management and/or tonemapping in Blender, but didn't get any usuable results, so this is significantly less simple than it seems.
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Re: Viewport exposure different from render exposure

Postby J.C » Wed Jul 06, 2016 3:57 pm

J.C Wed Jul 06, 2016 3:57 pm
Saramary wrote:...
But if you turn ON Octane Imager you have to be sure that ALL Blender's Image Editor tonemapping is OFF....


This does the trick! I have had sRGB switched ON and that caused the difference in rendered file.
The example attached file has the proper settings for viewport and final render.
Attachments
imager.png
imagerExample.blend
(732.48 KiB) Downloaded 241 times
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