I find that when I save a render out to PNG and then open the PNG in a separate application to view it, the saved image is much darker that what I am seeing in Octane.
This is quite frustrating as I would have to adjust lighting brighter to compensate, but I could only guess at how much brighter.
Is there any explanation or solution for this?
Thank you.
Renders come out darker than what I see in the viewport.
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I have never seen this. Can you please provide an example (both the PNG and a screenshot of Octane) that shows the difference?buggy wrote:I find that when I save a render out to PNG and then open the PNG in a separate application to view it, the saved image is much darker that what I am seeing in Octane.
This is quite frustrating as I would have to adjust lighting brighter to compensate, but I could only guess at how much brighter.
Is there any explanation or solution for this?
Thank you for the quick response. I just did some more testing with other applications, and it seems like the problem was with the Windows Photo Gallery app displaying images darker than they really are. So it's a non-issue.
On another matter, I'm running Octane 1.0 beta 2.46 and sometimes when I export from Max to Octane, it opens an older project file and merges the new data with it. I sometimes get two meshnodes, one for each project. I can deal with it by deleting the older one so it's not a big deal but I thought I should bring it to Refractive's attention.
Also, if I save a project out to a new file after making some material and lighting changes to the scene and then try exporting a different frame from Max using the new project file, it gives me an error saying that the meshnode is not usable. I have to always use the original project file in my Max export configuration and then make my edits in Octane again (I don't necessarily want to save the edits over the original Octane project file since I want to keep more than one lighting and material setup). Any thoughts on why this doesn't work?
On another matter, I'm running Octane 1.0 beta 2.46 and sometimes when I export from Max to Octane, it opens an older project file and merges the new data with it. I sometimes get two meshnodes, one for each project. I can deal with it by deleting the older one so it's not a big deal but I thought I should bring it to Refractive's attention.
Also, if I save a project out to a new file after making some material and lighting changes to the scene and then try exporting a different frame from Max using the new project file, it gives me an error saying that the meshnode is not usable. I have to always use the original project file in my Max export configuration and then make my edits in Octane again (I don't necessarily want to save the edits over the original Octane project file since I want to keep more than one lighting and material setup). Any thoughts on why this doesn't work?
Win 8.1 | 2x GTX780 6GB RAM + 1x GTX 660 | Intel i7 | 16GB RAM | 3DS Max 2011
both issues are script related, depending which one you are using ask their creators.
1- Most likely if 2 meshnodes show up on octane after exporting is because you are using an existing scene and the exporter uses an -l flag (load new obj file) instead of an -r flag (reload obj file). So that's most likely a wrong choice on the export script's options.
2- Both existing scripts require that your scene name (ocs file) and you meshnode name are the same. If you are using an existing scene, and in your exporter you change the name it'll try by default load the meshnode with the wrong name (the name you just changed) instead of the existing one.
Check out the instructions on each exporter. And when in doubt ask in their forums, kilad, [gk] and jimstar are really helpful.
Hope it helped.
1- Most likely if 2 meshnodes show up on octane after exporting is because you are using an existing scene and the exporter uses an -l flag (load new obj file) instead of an -r flag (reload obj file). So that's most likely a wrong choice on the export script's options.
2- Both existing scripts require that your scene name (ocs file) and you meshnode name are the same. If you are using an existing scene, and in your exporter you change the name it'll try by default load the meshnode with the wrong name (the name you just changed) instead of the existing one.
Check out the instructions on each exporter. And when in doubt ask in their forums, kilad, [gk] and jimstar are really helpful.
Hope it helped.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB