Good day!
I have been using ACEScg workflow in V-ray but I'm completely moving to Octane simply because it's amazing!
I'm trying to implement ACEScg workflow for octane but there's no enough information for 3ds Max...
I read and watched lots of ACEScg workflow tutorials for C4D but it doesn't work for 3ds Max somehow and I'm totally lost.
Sorry if it sounds too basic or if it's just I'm missing something being not aware of basic knowledge.
My questions are
#1 Bitmaps' color space
in V-ray, I should change all bitmap's color space manually like, sRGB / Raw etc
in Octane I don't need to do it? since in its image texture nodes, there's no color space options?
#2 Are there any differences among these saving methods?
Method 1. Save as EXR in OctaneRender Viewport
Method 2. OctaneRender Viewport - Port to max frambuffer - Save as EXR in Max's frambuffer
Method 3. Render images by hitting render button in Render setup directly and then Save as EXR in Max's frambuffer (It lets me render sequences...)
#3 How can I set ACEScg Output color space for EXR files?
in Kernel tab, Does Passes Output rollout really matter...?
Octane for 3ds Max doesn't have Output system for sequences. No matter what I use Max's Output system.
I saved multiple EXR files to test by changing its Color Space but I see no differences.
#4 After researching tonnes, I know what parameters I should care about but... How...?
Octane Preferences
-Use specified config file (I use ACES 1.2 config.ocio)
-Color space: Octane
-Color space OCIO
Camara Imager
-Order
-Response
-OCIO view
-OCIO look
Kernel - Render Settings
-3ds Max gamma hack
Kernel - Passes Output
-File type
-Color Space
-OCIO look
If there's any unnecessary settings for ACEScg workflow, please let me know!
#5 Could you please let me know the exact settings (All settings in Question #4) I should set for these cases?
Case #1 I work in sRGB color space and save results as sRGB images
-Please never mind this case because it's simply just default settings obviously haha
Case #2 I work in ACEScg color space (I should be able to "view" ACEScg color correctly in OctaneRender viewport while working) and save results as sRGB baked ACEScg color images (So it looks ACEScg color but it is actually sRGB image which is not for post processing workflow)
Case #3 I work in ACEScg color space (I should be able to "view" ACEScg color correctly in OctaneRender viewport while working) and save results as linear raw EXR images for post processing in After Effects
Questions for ACEScg linear workflow in 3ds Max
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Hi,
My article is generic, yet, applicable to most cases as the workflow is universal: https://www.elsksa.me/scientia/cgi-offl ... ender-aces
However, if ACES is just used to "enhance the look of the imagery", there are much simpler solutions for virtually the same results, such as Filmic OCIO (the AGX version, specifically). It will, in fact, produce even better results than ACES.
Some of my forum-replies on the subject, if you are curious: viewtopic.php?f=101&t=78635&p=405831#p405831
My article is generic, yet, applicable to most cases as the workflow is universal: https://www.elsksa.me/scientia/cgi-offl ... ender-aces
However, if ACES is just used to "enhance the look of the imagery", there are much simpler solutions for virtually the same results, such as Filmic OCIO (the AGX version, specifically). It will, in fact, produce even better results than ACES.
Some of my forum-replies on the subject, if you are curious: viewtopic.php?f=101&t=78635&p=405831#p405831
- darrenblack
- Posts: 7
- Joined: Fri Jun 10, 2022 2:09 pm
Hello! I'm your huge fan!
Thank you for replying.
I already read all your articles but I hope all my questions would get answered specifically.
To understand Octane's algorithm for 3ds Max better since it behaves differently compared to other DCC's ones...
Please don't get me wrong, I'm aware of that the main logic is universal for sure, for all renderers.
But, because of different systems of each DCC's, It is implemented differently.
Just wanted to know that.
Appreciate your answer again!
Thank you for replying.
I already read all your articles but I hope all my questions would get answered specifically.
To understand Octane's algorithm for 3ds Max better since it behaves differently compared to other DCC's ones...
Please don't get me wrong, I'm aware of that the main logic is universal for sure, for all renderers.
But, because of different systems of each DCC's, It is implemented differently.
Just wanted to know that.
Appreciate your answer again!
I suggested this link (which you seem to be already familiar with, and thank you) because some of the questions can be answered already. Octane will differ from V-Ray regarding ACES, which is explained in the article. However, there should not be much differences from Standalone in regard to Textures, Octane Preferences and Camera Imager.
The others though, the ones specific to 3ds Max, I will be unable to assist as I'm on Standalone only. Perhaps @paride4331 may better be suited to help?
The others though, the ones specific to 3ds Max, I will be unable to assist as I'm on Standalone only. Perhaps @paride4331 may better be suited to help?
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
Hi darrenblack,
try to have a look here:
viewtopic.php?f=27&t=76951&p=396507&hilit=+aces#p396432
Regards
Paride
try to have a look here:
viewtopic.php?f=27&t=76951&p=396507&hilit=+aces#p396432
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Hello,
I'm having trouble to understand why I have a washed out result in the beauty pass of my Octane Viewport, whenever I'm using the ACES or AGx method, please see attached screenshot.
Are we forced to adjust levels of .EXR 16bits files in post production or is there a way to get the "nice looking image" straight from the Octane viewport and save it as .jpg for previews.
Color management is obviously a new world for me
Thank you in advance
I'm having trouble to understand why I have a washed out result in the beauty pass of my Octane Viewport, whenever I'm using the ACES or AGx method, please see attached screenshot.
Are we forced to adjust levels of .EXR 16bits files in post production or is there a way to get the "nice looking image" straight from the Octane viewport and save it as .jpg for previews.
Color management is obviously a new world for me

Thank you in advance
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
Hi, I'd say, choose one and stick to it. Using one or the other, especially for a neophyte, is one way to go nuts! AgX is overall a much appropriate and recommended option.remKa wrote:Hello,
I'm having trouble to understand why I have a washed out result in the beauty pass of my Octane Viewport, whenever I'm using the ACES or AGx method, please see attached screenshot.
"AgX base" is not contrasty and "flat looking" but correct. Most people will favor "Agx Appearance Punchy".
That is likely explaining the resluts.
I come from Standalone, but I would assume that Octane Max has the Camera Imager options. These are not shown on your screenhot, could you include it so we could verify what is set and guide you if necessary?remKa wrote: Are we forced to adjust levels of .EXR 16bits files in post production or is there a way to get the "nice looking image" straight from the Octane viewport and save it as .jpg for previews.
This is basically the only option to manually change, in the Camera Imager:
Hello elsksa,
Thank you for your answer and for all the time you take, I'll stick with AgX !
This is actually the camera Imager that you can see in my screenshot... In 3ds Max you have a "general" Imager that works with all the different views (top, right, perspective, ortho...Etc and every camera created has its own Imager that doesn't depend of the general one
Thank you for your answer and for all the time you take, I'll stick with AgX !
This is actually the camera Imager that you can see in my screenshot... In 3ds Max you have a "general" Imager that works with all the different views (top, right, perspective, ortho...Etc and every camera created has its own Imager that doesn't depend of the general one
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
The specificity of the Octane plugin is that there is an option for a "3ds max Hack", please see attachement.
If I turn off "Enable Gamma/LUT Correction", every color in the viewport and in the material editor become wrong
If I turn off "Enable Gamma/LUT Correction", every color in the viewport and in the material editor become wrong
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
neonZorglub published a guideline which does mention to disable this option (at least for the export?)
Here is the thread about it.
I don't know much about 3ds Max (questionable and flawed) color management.
As long as no EOTF is applied during export, there shouldn't be more to be worried about.
Feel free to share screenshots of the Frame Buffer + Exported EXR (loaded in a compositor such as Nuke or Fusion).
Here is the thread about it.
I don't know much about 3ds Max (questionable and flawed) color management.
As long as no EOTF is applied during export, there shouldn't be more to be worried about.
Feel free to share screenshots of the Frame Buffer + Exported EXR (loaded in a compositor such as Nuke or Fusion).