What we want to know is if we've been stupid and disabled a simple switch or if it's something more serious? It just seems really strange that at the point we hit save it goes wrong, and everything before including the octane viewport and framebuffer are absolutely fine? Thank you
Strange tonemapping and framebuffer problem
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Hi everyone, we're having a real problem with saving images from octane render in 3dsmax and it only started happening on this particular scene. For some reason when we save rendered image files they are saved without tonemapping. As you can see below the image is much darker due to this, the image in the framebuffer is at the bottom left and the faulty image is at the top right

What we want to know is if we've been stupid and disabled a simple switch or if it's something more serious? It just seems really strange that at the point we hit save it goes wrong, and everything before including the octane viewport and framebuffer are absolutely fine? Thank you
What we want to know is if we've been stupid and disabled a simple switch or if it's something more serious? It just seems really strange that at the point we hit save it goes wrong, and everything before including the octane viewport and framebuffer are absolutely fine? Thank you
Asus X99 motherboard, i7-5930K CPU, Samsung SSD 850 PRO, 32 GB DDR4 Quad Channel RAM, Dual display 2x Nvidia Geforce GTX TITAN X 12 GB , Windows 8.1 Pro, 3DS Max 2016 x64
If it looks correct in the viewport but does not save out with the same gamma the first thing I would check is to make sure what your file save settings are. There is a checkbox that allows you to save out with different gamma in the "save render" 3ds max file dialogue (the window that opens up after you click the save button in the frame buffer window and where you put in file name etc.). Just below the text box where you put in your render name for saving there is also an option that allows you to control with what gamma your image will be saved, it's called "override gamma" or something....and the first option is "automatic"...try playing around with that. I would set "override gamma" to 1 and save out and then try setting it to 2.2 and save out and see if either of these matches your original viewport output. If it does not it's most likely something else entirely.
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64