I have a problem with octane renders saved as open exr (Half float 16, RGBA, no clamping color mapping in octane).
When I save them directy out of the octane preview render window everything works fine.
When I render and save my animation via the 3dsmax render dialog the exr files are somehow broken.
They look fine at first but when I try to tonemap them to 8 bit Photoshop CS5 crashes.
I noticed dead/black pixel in shadow areas.
In Fusion you can see them as transparent dead pixels.
Has someone else encountered this problems?
... same problems when saving as HDR.
Damaged open exr output
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Still got the problem with 2.11.1a.
When I render without camera mapping, port the image to max frame buffer and save as 32bit open exr,
Photoshop CS5 crashes when applying HDR tonemapping via reducing it to 16 or 8 bit.
Sometimes an exr works just fine, sometimes it seams to be broken.
Please, does anybody else have this problem?
I need to saved unclamped renderings out of octane without the use of the octane camera mapping.
Otherwise it is useless.
I have no problems with open exr files created with vray or mental ray.
When I render without camera mapping, port the image to max frame buffer and save as 32bit open exr,
Photoshop CS5 crashes when applying HDR tonemapping via reducing it to 16 or 8 bit.
Sometimes an exr works just fine, sometimes it seams to be broken.
Please, does anybody else have this problem?
I need to saved unclamped renderings out of octane without the use of the octane camera mapping.
Otherwise it is useless.
I have no problems with open exr files created with vray or mental ray.
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
When you say "octane camera mapping" do you mean "use tone mapping" under Imager rollout?
3xGTX Titan + GTX 770 | i7-4820 | 64GB RAM
3D Animation and Visual Effects http://frostfx.ee/
3D Animation and Visual Effects http://frostfx.ee/
Yes, that is what I meant, sorry.frostfx wrote:When you say "octane camera mapping" do you mean "use tone mapping" under Imager rollout?
Octane produces black, dead pixels in some of the renders when rendering without tonemapping in linear space.
I suppose that is, what causes the crash in Photoshop.
I thought the problem would be the red emmitter material, but I had this problem also in other scenes without emitters.
When I apply the HDR Effects of the NIK Photoshop Filters, it doesn´t crash, but just shows a black screen.
So this doesn´t work either.
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
I remember we had similar problems with our renders sometime ago. Unfortunately i don't remember excatly how we managed to fix this, it sort of disappeared over night. You could test same scene in older octane version and in standalone.
3xGTX Titan + GTX 770 | i7-4820 | 64GB RAM
3D Animation and Visual Effects http://frostfx.ee/
3D Animation and Visual Effects http://frostfx.ee/
I´ve been testing octane this afternoon to find out, what causes the open EXR problem.
I had the broken EXR-problem on both computers I tested, one with Photoshop CS5 the other one with CS6. The same crash occurs with Octane 1.55 and octane 2.01.
So no version problem there.
After finding out, that the EXR works fine in clay mode and in info channel with AO and Material ID, it seemed to me,the problem had to be caused by a shader.
The damaged EXRs are caused by the use of very saturated colors in the reflection slot of the specular and the diffuse slot of the glossy materials.
As long as these color slots are set to white, grey or black there is no problem. Even if the color is not too saturated it works. But 255,0,0 f.e. causes the crash when tonemapping the exr in PS.
I made a color texture jpeg in Photoshop with 255,0,0 and put it in the reflection slot ot the spec material, but the result is the same. When lowering the
power of the map to below 0,8 it works. I guess because that way it gets mixed with black and isn´t so saturated anymore.
I´m attaching a .rar with two openEXR files, a broken one and the one working fine. Please try for yourself and tell me if you have the same problem?
Dear developers, any idea what causes the problem? Can you solve this? Using the octane camera tone mapper before porting it to max frame buffer solves the problem, but I would like to get my renderings as 32bit unclamped HDR pictures to Photoshop for more control.
I had the broken EXR-problem on both computers I tested, one with Photoshop CS5 the other one with CS6. The same crash occurs with Octane 1.55 and octane 2.01.
So no version problem there.
After finding out, that the EXR works fine in clay mode and in info channel with AO and Material ID, it seemed to me,the problem had to be caused by a shader.
The damaged EXRs are caused by the use of very saturated colors in the reflection slot of the specular and the diffuse slot of the glossy materials.
As long as these color slots are set to white, grey or black there is no problem. Even if the color is not too saturated it works. But 255,0,0 f.e. causes the crash when tonemapping the exr in PS.
I made a color texture jpeg in Photoshop with 255,0,0 and put it in the reflection slot ot the spec material, but the result is the same. When lowering the
power of the map to below 0,8 it works. I guess because that way it gets mixed with black and isn´t so saturated anymore.
I´m attaching a .rar with two openEXR files, a broken one and the one working fine. Please try for yourself and tell me if you have the same problem?
Dear developers, any idea what causes the problem? Can you solve this? Using the octane camera tone mapper before porting it to max frame buffer solves the problem, but I would like to get my renderings as 32bit unclamped HDR pictures to Photoshop for more control.
- Attachments
-
- octane_EXR.rar
- (2.48 MiB) Downloaded 215 times
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015