Hello,
I am running into this issue randomly as I work with Octane. In some scene files it seems that I am getting a different result between the picture viewer and the live viewer. I'll attach the different renders, any help is appreciated.
live viewer and picture viewer rendering different results
Moderators: ChrisHekman, aoktar
what about your save image format and color profile? Also Renderbuffer type in render settings?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- sparkworld
- Posts: 25
- Joined: Wed Apr 23, 2014 5:55 pm
Hmm yea I figured it must be something to do with color profile as the viewport is doing the same result as picture viewer. Frame buffer is set to 8 bit buffer. Color profile is sRGB. Linear workflow is checked on and input color profile is linear. Final render is being saved as a 8 bit png.
Last edited by sparkworld on Fri Jun 27, 2014 4:46 pm, edited 1 time in total.
is your light sources object or arealights? I see glows are different.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- sparkworld
- Posts: 25
- Joined: Wed Apr 23, 2014 5:55 pm
The neon lights are octane blackbody emission materials with a color in the distribution channel. Using HDR light studio for lighting. No area lights.
- sparkworld
- Posts: 25
- Joined: Wed Apr 23, 2014 5:55 pm
Ok so after some further testing, it doesn't seem to be color profile or render buffer settings. When I turn off all geometry but car and the HDR I get accurate renders between picture viewer and live viewer. Once I turn on the floor, wall and neon lights geometry I get the difference in results in the renders.
- sparkworld
- Posts: 25
- Joined: Wed Apr 23, 2014 5:55 pm
Ok after further troubleshooting, it came down to the cloner object and the render instances checkbox. Once I turned it on the render was the same.
Can you give me the scene without car to explain what's wrong.
There is a issue for emissive materials. This works with some normalization over attached surfaces. If you have not a objecttag, all objects will collected to a single mesh. This causes some different illumination on different amount objects. But if you use a objecttag for this objects, every object will exported as indivual with some tranformation node. This provides exact illuminations as arealights
There is a issue for emissive materials. This works with some normalization over attached surfaces. If you have not a objecttag, all objects will collected to a single mesh. This causes some different illumination on different amount objects. But if you use a objecttag for this objects, every object will exported as indivual with some tranformation node. This provides exact illuminations as arealights
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
ok, solution is that:
choice method: Resend only updated objects
and
Update method: faster updates
This combination is exactly like as Live Viewer(interactive mode)
if you leave the "update method" as faster rendering, all objects in a same object no. They are collected to a single mesh in rendering. This causes different results.
I THINK that's time to retire the "faster renders" update method
choice method: Resend only updated objects
and
Update method: faster updates
This combination is exactly like as Live Viewer(interactive mode)
if you leave the "update method" as faster rendering, all objects in a same object no. They are collected to a single mesh in rendering. This causes different results.
I THINK that's time to retire the "faster renders" update method
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw