to get same result in viewport and final render? I am totally lost and always get randomly gamma corrected two times or double linearized something. Then suddenly it's ok.
Is there some rules what should I check in and off?
How to set gamma/exposure/tone mapping in Blender?
1. Go to Render Properties tab in Properties window. Expand Color Management and set:
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3. Alternatively go to 3d view Properties panel (N key shortcut), locate Octane Camera Imager (preview Mode) and enable Override. This way all cameras will have the setting from this panel.
- * Display Device to: None
* View: Default
* Exposure: 0.0
* Gamma: 1.0
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3. Alternatively go to 3d view Properties panel (N key shortcut), locate Octane Camera Imager (preview Mode) and enable Override. This way all cameras will have the setting from this panel.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
- linograndiotoy
- Posts: 1355
- Joined: Thu Feb 01, 2018 7:10 pm
I suggest a slightly different method that can be really useful if you want to work with a color corrected OpenGL but still preserve the fact you can use Octane's color correction tools.
Just leave Display Device to "sRGB" (do not set it to "NONE") and be sure to select "Raw" in View Trasform. That way you'll be able to work with an sRGB OpenGL view and also correct colors in the Shader Editor.
Just leave Display Device to "sRGB" (do not set it to "NONE") and be sure to select "Raw" in View Trasform. That way you'll be able to work with an sRGB OpenGL view and also correct colors in the Shader Editor.