why is animation render overexposed ?

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atack12
Licensed Customer
Posts: 4
Joined: Tue Oct 20, 2015 5:25 pm

Okay, done. I also add there 2 images how it looks like on my computer.
Test.rar
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face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Okay, done. I also add there 2 images how it looks like on my computer.
Thanks. When you render an animation, that is the same as rendering with Final with Preferences->Final Button Settings->Use Combined Mesh ENABLED, where all geometry is merged. In this case Octane emits a difference amount of light from the merge geometry emitters than in non-Final mode, where they are separate mesh nodes. The material Surface Brightness ENABLED option generally fixes this, EXCEPT if the geometry emitters are not square - as in your scene. I don't think there is a lot you can do about this except make sure your emitter light sources are square.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
atack12
Licensed Customer
Posts: 4
Joined: Tue Oct 20, 2015 5:25 pm

Unforutalny making light meshes square does not fix the problem.
That only fixed the final render because it looks the same but the animation is still FAR too overlighted. I tried to play with all settings mentioned here again and nothing affect animation. (Only changing light power and exposure, but then normal render looks dark.)
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face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I'm sorry - but the plugin merges all meshes when rendering animations, and this problem is a byproduct of that. So it is something you will need to work around.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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