tomsvfx wrote:Seems like this starts to happen if Light Sampling Rate is more than 1.
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.
funk 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
funk wrote:I attached a sample orbx to my previous post
#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);
}
haze wrote:
- Code: Select all
#include <octane-osl.h>
shader Gamma(color Color=1, float Gamma=1, output color c = 0)
{ c = pow( max(Color,0), Gamma); }
octane-osl.h
Is a lot fucking easier to remember than octane-oslintrin.h
._gammaContrast
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