Image save location? Framebuffer 8bit?

Autodesk Softimage XSI (Developed by Face)
OneBigTree
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Where does octane save the rendered images when using render current frame/pass? It doesn't seem to use the standard tokens from SI to generate directories and save the output there. Am I missing something?

The framebuffer seems to be 8 bit? Also it saves 8bit images which look horrible in low light areas...
8bit_framebuffer.jpg
And all my shaderballs render black. Not fully implemented yet?
OneBigTree
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Ok, If I enter an absolute path, octane will write the image there but alas the same 8bit output as in the framebuffer. Not usable.
8bit_renderoutput.jpg
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face
Octane Plugin Developer
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Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

You can change the image type in the pass options to png16 or exr.
To get the same result as the 8bit png, i would prefer to use a 16bit png.
The exr un/tonemapped looks a little bit different...

I will try to implement multi save in the next version.
This will allow you to save in multiple output formats in one pass.

face
Attachments
output.gif
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OneBigTree
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This is the 16 bit png! I only applied the standard 2.2 gamma and made a screenshot from djv. I've attached the original as well. We've seen exactly the same with vray's render region which has been 8bit (display) too until recently.
16bit_renderoutput.png
Are you planning to implement SI tokens as well?


Edit: It seems a djv display problem, when I open it with nuke it's fine. This leaves only the Si frame buffer issue.
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test.071.png.zip
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face
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The SDK has a function to get a hdr image.
Haven´t try it, but i will...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
OneBigTree
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OK. No sweat.
I checked again, djv doesn't apply the correct color mapping to the 16bit png input . The display gamma is applied to the 8 bit display which of course looks crappy.
The octane exr is fine!

Otherwise Octane for Si is pretty much fun to work with. It feels quite natural inside Si and pretty quick to work with in the rendertree. It also seems very stable.

Well done!
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face
Octane Plugin Developer
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Ok, looks it is ok so far?

Haven´t found a documentation, where i can switch the preview output to 8/16 or 32 bit.
I think it should be managed automaticly.

I have a check in my render fragment class, this is the class which sends the RGBA scanline to the framebuffer.
I check also, which bit depth the render manager currently use. He will only use the 8bit output.
It is irrelevant which option i choose in the render channel output.

The funny thing is, when i check, which bit depth the current display framebuffer can use,
i get 8/16 as depth for png and 32 for exr, dependet from the render channel output i choose.

I can also swith to exr and the framebuffer can only use a depth of 32, but he uses a depth of 8.
This is a little bit wired. Maybe i should contact the support.
Currently i use Softimage2013 , will test it with 2014, maybe it was a bug and it is solved...


About tokens.
I don´t know to implement it because i uses now my own image class which hasn´t the capability to draw in the image.
That´s why the render infos and the histogram wouldn´t work in the next version.
I´m happy enough to found a way to implement the alpha overwrite, which will be ever active to make the edges smoother when the alpha channel is activated...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
OneBigTree
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Joined: Thu Sep 23, 2010 11:31 am

With tokens I mean variables in the output path like [Project_Path]/[Scene]/[Pass]/[Pass]_[Framebuffer]_####.exr
I'm not sure if you are talking about the same thing.

Another question: how would octane work with xsibatch? Is it possible?
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face
Octane Plugin Developer
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Location: Germany

Yes, i know.
With draw in an image i mean, i must draw a text in the image.
There´s no difference between lines, boxes or a text.
An other problem, i have only read access to the rendered image.
So i can read it and can change the data i get, to change the displayed image which is shown in the preview or the render window.
This has nothing to do with the save process. This is inside Octane. I call only a function to save the image.
This image data comes direct from Octane without a chance to change something.
Maybe in the future we have full access to the buffer so that we can add additional infos.

Haven´t try it with xsibatch.

One good news is, i have found how i can output an 16bit image in the preview window.
It´s only a click in the preferences under the color management.
The bad news is, the function to get the 32bit buffer from Octane seems a little bit unstable.
But now i know how it works and can use it when a SDK update has solved it.

That´s all for the moment,
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
OneBigTree
Licensed Customer
Posts: 29
Joined: Thu Sep 23, 2010 11:31 am

face wrote:Yes, i know.
With draw in an image i mean, i must draw a text in the image.
There´s no difference between lines, boxes or a text.
An other problem, i have only read access to the rendered image.
So i can read it and can change the data i get, to change the displayed image which is shown in the preview or the render window.
This has nothing to do with the save process. This is inside Octane. I call only a function to save the image.
But I am talking about the save process. Can Octane for SI use SI tokens to create the output path and save the image there? Like MR does or vray. I don't want anything drawn in the image.
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