Would you mind sending an example orbx to make sure I'm looking at exactly the same thing?tomsvfx wrote:Seems like this starts to happen if Light Sampling Rate is more than 1.
OctaneRender™ Standalone 4.02.1
I've found an issue with the color correction node.
I needed to color correct a HDR image being used in my environment, but as soon as I connect the color correction node, the color of my lighting changes, even though nothing has been set in the color correction node.
I'm using this free HDR (4k version) https://hdrihaven.com/hdri/?h=cayley_interior
The problem is even more obvious with this one https://hdrihaven.com/hdri/?h=circus_maximus_2 . The lighting becomes much darker. It looks like the sun gets clamped
I have attached a sample orbx.
1. Start the render and notice how dark the lighting on the sphere looks
2. Find the texture environment, and plug the RGB image into it directly, instead of the color correction node. The lighting now looks correct
I needed to color correct a HDR image being used in my environment, but as soon as I connect the color correction node, the color of my lighting changes, even though nothing has been set in the color correction node.
I'm using this free HDR (4k version) https://hdrihaven.com/hdri/?h=cayley_interior
The problem is even more obvious with this one https://hdrihaven.com/hdri/?h=circus_maximus_2 . The lighting becomes much darker. It looks like the sun gets clamped
I have attached a sample orbx.
1. Start the render and notice how dark the lighting on the sphere looks
2. Find the texture environment, and plug the RGB image into it directly, instead of the color correction node. The lighting now looks correct
You do not have the required permissions to view the files attached to this post.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Thank for the report. we are looking into this, will be fixed in one of the upcoming releases. Thanksfunk wrote:I'm running into an issue with a scene, where the denoiser is creating dark pixels but only in the top/left 8 pixels of the image
I have reduced the scene and attached it here
You are right, this color correction applies gamma correction which itself is basically clamping to 1.funk wrote:I attached a sample orbx to my previous post
I hacked together a "color correction" OSL texture without gamma for you to use as a quick fix until we find a better way (hopefully this helps):
Code: Select all
#include <octane-osl.h>
shader HDRColorCorrection(
color Input = color(0,0,0),
int Invert = 0 [[ string widget = "boolean" ]],
float Brightness = 1 [[ float min = 0 ]],
float Hue = 0 [[ float min = 0, float max = 2 ]],
float Saturation = 1 [[ float min = 0, float max = 1 ]],
output color value = 0)
{
color value1 = Invert ? 1 - Input : Input;
value1 *= Brightness;
value1 = _hueshift(value1, 2 * Hue);
value = mix(luminance(value1), value1, Saturation);
}
Thanks for looking at my reports guys 
Haze, I was already looking into using OSL, but thanks a lot for the code!

Haze, I was already looking into using OSL, but thanks a lot for the code!
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
1. Gamma, as one of the two most basic tone mapping operators, should not be responsible for clipping HDR values. Negative values, maybe, HDR, no.haze wrote:Code: Select all
#include <octane-osl.h>
For example:
Code: Select all
shader Gamma(color Color=1, float Gamma=1, output color c = 0)
{ c = pow( max(Color,0), Gamma); }
See this: http://filmicworlds.com/blog/minimal-co ... ing-tools/
3.
octane-osl.h
Is a lot fucking easier to remember than octane-[b]oslintrin[/b].h
.Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
I've run into an issue where disabling an object's camera/shadow visibility still renders something in the viewport
I have attached a sample orbx with a small part of the tree models I'm using
I have attached a sample orbx with a small part of the tree models I'm using
You do not have the required permissions to view the files attached to this post.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ