32bit SAVING NOT WORKING

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richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

As a long time user of Octane, I cannot beleive I am writing this post. I have been away from 32bit for a while. I came crashing back to it this weekend. I tried to save a rendering as a 32bit EXR for post Photoshop work and exposure balancing. Although it was saved as a 32bit Floating Point EXR, the image wase clamped at 8bit standard. It could not be adjusted. And yes, my render and viewport tone mapping was set to "HDR".

The problem that unless you specifically right click from the Octane ViewPort and "SAVE AS EXR", any other workflow is clamped. If you "SAVE CURRENT RENDER PASS" or "SAVE ALL RENDER PASSES" and you specify 32bit FP EXR it is still clamped !!

Here is where it gets way worse. Even if you just render out normally through 3dsmax output and specify 32bit FP EXR, it again is still clampled !! So for final multi-frame production you are not getting 32bit workflow !!

The only other solution that does work is to use the "SAVE ALL PASSES AS MULTI PASS EXR FILE" option in the PASSES OUTPUT tab. That at least is not clamped.

I found out NOW after an extensive morning session troubleshooting this. I honestly a) cannot believe this is an issue b) no user has found it c) no dev has found it.
I don't know how far back this goes, but it is BUSTED BIG TIME !!

One more thing... Are we supposed to be able to save as 32bit with TONE MAPPING applied ?? Because I thought they fixed that long long ago. If you add any kind of LUT tone mapping on top, it also kills the 32bit save. Either you get it tonned mapped at 8bit or its save 32bit untonned. Not both.
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

Hi richardyarlett,
Would you like to try this test file?
Regards
Paride
Attachments
test_octane2021.zip
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

Ok, downloaded and CONFIRMED.
X.jpg
X.jpg (54.32 KiB) Viewed 2130 times
See these 4 EXRs as the four menu options here, 1,2,3,4
EXR.zip
(18.63 MiB) Downloaded 101 times
richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

It is definately not working with 32bit unless you use those last two options. Same for regular rendering out of 3dsmax. Not working unless you add the MULTI_OUT.EXR option.
richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

Also I thought we were able to save TONED MAPPED images as 32bit now. I thought that got fixed a long time ago. It used to be that you had to use LINEAR/NONE to get 32bit and any "camera response" made it 8bit, but I thought you changed that so that it can stay as 32bit. Can you confirm ?
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Hi, some clarification and recommendation:
richardyarlett wrote:(...) Although it was saved as a 32bit Floating Point EXR
16-bit hf is the standard and recommendation for beauty EXRs and 32-bit for data AOVs (unnecessary for what defines a "beauty render").
If rendering both without an option to respectively change that for each AOVs, 32-bit is the safe choice.
richardyarlett wrote: One more thing... Are we supposed to be able to save as 32bit with TONE MAPPING applied ?? Because I thought they fixed that long long ago. If you add any kind of LUT tone mapping on top, it also kills the 32bit save. Either you get it tonned mapped at 8bit or its save 32bit untonned. Not both.
As expected. There is a dedicated section on this page.
richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

the last few Octane plugins for MAX are broken
Last edited by richardyarlett on Wed Jul 20, 2022 4:29 pm, edited 1 time in total.
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

It definitely raised my curiosity. I will look into it and report back.
I would gladly update this page if necessary, for Octane 3ds Max.
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

Hi Richard,

There are 2 different ways to save as EXR, and the recommended one is the Octane exr, saved from Octane engine. (the last 2 options from the viewport button context menu, and the options in Kernel/Passes output)
Using Octane exr ensure that you'll get the same result if you export your scene for stand alone and save as octane exr.

When saving with 3dsmax exr (the first 2 options), the colors are currently clamped to 1.0 to be displayed on the viewport.
I believe it has always been the case, so there's nothing broken there..

As elsksa pointed out, I understand that the tone mapping is not supposed to be applied in the exr output.

In the next release, I'll add an option to keep a linear color space (un-clamped colors), that seems to work when saving max exr..
I'm not fully sure it will always give the the same result as Octane exr, but it seems fine with the few scenes I tried..
Hopefully that will help for your workflow.

Thanks
richardyarlett
Licensed Customer
Posts: 197
Joined: Thu Apr 09, 2015 8:48 pm

any update ?
Last edited by richardyarlett on Wed Jul 20, 2022 4:30 pm, edited 1 time in total.
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