I have to ask for this!
In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
OctaneRender™ V4 XB4
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
This is more of a general image operation you want to do, it's not strictly relevant to the universal material. You can actually achieve this via OSL texture, for example:Notiusweb wrote:I have to ask for this!
In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
Code: Select all
shader OslTexture(
color inputColor = 0,
float saturation = 0 [[float min = 0.0, float max = 1.0]],
output color c = 0)
{
color hsl = transformc("rgb", "hsl", inputColor);
hsl[1] = hsl[1] * saturation;
c = transformc("hsl", "rgb", hsl);
}
Hi, thank you. Do you know reason I might be experiencing this error:wallace wrote:This is more of a general image operation you want to do, it's not strictly relevant to the universal material. You can actually achieve this via OSL texture, for example:Notiusweb wrote:I have to ask for this!
In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
Code: Select all
shader OslTexture( color inputColor = 0, float saturation = 0 [[float min = 0.0, float max = 1.0]], output color c = 0) { color hsl = transformc("rgb", "hsl", inputColor); hsl[1] = hsl[1] * saturation; c = transformc("hsl", "rgb", hsl); }
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?

THX!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Could you guys share that AI light example from the first 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
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,coilbook wrote:should I use denoise on completion or denoise every so many seconds for animation? is there much difference? Thanks
once you verified correct denoise setting in your scene, I personally would recommend for denoise on completion.
you will save time for each frame you render.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Thank you! What about AI lights? Do I need to enable ai lights and ai update? Or only when I have night scenes with hundreds of lights? There is not a lot of info about itparide4331 wrote:Hi coilbook,coilbook wrote:should I use denoise on completion or denoise every so many seconds for animation? is there much difference? Thanks
once you verified correct denoise setting in your scene, I personally would recommend for denoise on completion.
you will save time for each frame you render.
Regards
Paride
My bad, it seems like it's a feature available post-XB4. The point of this is you can connect an image texture as an input to this osl texture node, so you don't actually lose gamma and power for your image texture.Notiusweb wrote: Hi, thank you. Do you know reason I might be experiencing this error:
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?
![]()
THX!
I'd like to say you should use this OSL texture sparingly as it involves transforming between color space twice, so only use it when you absolutely need to change the saturation.
To use this texture node, please head over and download our latest V4 RC1: viewtopic.php?f=33&t=68491
Here is an example of AI light test scene. Please note that we have since found and fixed a few bugs of AI light and also implemented the AI light update again after XB4, so I would recommend you download the latest build to use this feature.funk wrote:Could you guys share that AI light example from the first post?
And here is RC1: viewtopic.php?f=33&t=68491
AI light is a completely separate feature from denoiser. It works better with increasing number of lights, it's basically a smarter light sampling algorithm, I'd advise you to use it when your scene has some complex lighting with many lights or walls, plus when you see your direct light passes with diffuse/reflection struggling to find sample lights in the scene.coilbook wrote: Thank you! What about AI lights? Do I need to enable ai lights and ai update? Or only when I have night scenes with hundreds of lights? There is not a lot of info about it
- Attachments
-
- AI light test.orbx
- Ai light test scene
- (152.84 KiB) Downloaded 310 times
wallace wrote:My bad, it seems like it's a feature available post-XB4. The point of this is you can connect an image texture as an input to this osl texture node, so you don't actually lose gamma and power for your image texture.Notiusweb wrote: Hi, thank you. Do you know reason I might be experiencing this error:
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?
![]()
THX!
I'd like to say you should use this OSL texture sparingly as it involves transforming between color space twice, so only use it when you absolutely need to change the saturation.
To use this texture node, please head over and download our latest V4 RC1: viewtopic.php?f=33&t=68491

THX!!!!!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise