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Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 10:34 am
by gordonrobb
juanjo
Did you get a chance to do a like for like comparison of the colours in the RGB node between standalone and plugin?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 10:51 am
by juanjgon
I am testing the same scene in the LW plugin and in Standalone, and I think that I get the same image with the same RGB values in the surface nodes. Of course all the LW color space functions are disabled and set to lineal.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 1:48 pm
by gordonrobb
OK thanks for doing that, and confusing me even more.

Firstly, you have your RGB in Lightwave set to floating point. I didn't even know you could do that. Doesn't realy help when the colour your using is an RGB Value - light my Caterpillar Yellow.
So, here is everything set to default. You can see that the background in Lightwave, is slightly darker than that in Octane. What youre looking at is a screen grab of them both together, and I've done an eye dropper on the background of Lightwave, and then on Octane, the difference shows in the current/new box in the current picker. I'm almost not worried about that, but it is strange. And yes, CS settings are at disabled.
Then I add a colour, using the RGB (or the hex code provided of F0b823) and you can see that octane and Lightwave are nothing like each other.
So having seen your image, I change my settings to colour pick in float, and change the RGB numbers to the same as those in Octane, and it's the same. However, the RBG and WEb numbers (which are the ones I'm using from the Caterpillar site) are not the same.
I am obvioulsy missing something here but I want to be able to put in an RGB and get the right colour. Shouldn't I be able to do that?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 3:08 pm
by FrankPooleFloating
Gordo, do you have [x] Affect Color Picker checked in CS settings?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 3:13 pm
by juanjgon
I think that the problem is the hex value. As you can see in the attached image, the Octane color picker always read this value as an sRGB corrected value, not in the linear space without corrections, like the LW color picker with all the LW color settings set to linear.
The floating value of your "F0b823" linear color is 0.94 0.72 0.14 ... if you set this color value in both LW and Standalone, you get the same color in the rendering. If you put "F0b823" in the Standalone color picker, Octane is going to get this value as sRGB, and convert it internally to linear space.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 3:38 pm
by 3dworks
- New option in the RGBSpectrum node to use the color availablei the LightWave surface editor as the node output color.
this one alone saved me hours of work! again muchas gracias, juanjo!!
markus
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 4:02 pm
by gordonrobb
juanjgon wrote:I think that the problem is the hex value. As you can see in the attached image, the Octane color picker always read this value as an sRGB corrected value, not in the linear space without corrections, like the LW color picker with all the LW color settings set to linear.
The floating value of your "F0b823" linear color is 0.94 0.72 0.14 ... if you set this color value in both LW and Standalone, you get the same color in the rendering. If you put "F0b823" in the Standalone color picker, Octane is going to get this value as sRGB, and convert it internally to linear space.
-Juanjo
Are you just trying to confuse me?
Here's my issue. If I go and find the RGB value for Caterpillar Yellow I get F0B823 or 240,184,35 in RBG. That colour looks right on the web, and in (for example PHotoshop). so when I put F0B823 into Octane - it looks right as I expect it to look. When I put it into Lightwave it doesn't look right. So, I understand that your telling me Octane is converting the colour, but it's converting it to the colour I expect to see. It's Lightwave that's wrong (not as I expect it to be). So what should my process be for making things the actual colour the should be? - in the plugin?
Edit - Also, in the swatch in the RGBnode, the colour looks right (as I expect it to look) as well.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 10:01 pm
by juanjgon
gordonrobb wrote:
Are you just trying to confuse me?
Not at all

... I really hate this color spaces problems
I think that the source of the problem is that your web hex color is defined in the sRGB color space. Photoshop and the Standalone color pickers convert this color from the sRGB color space to linear before use it for painting or rendering (internally all the render engines works in linear color space), but the LW color picker always returns the raw color you enter without correct it, so you are using a not corrected sRGB color while working in a linear color space rendering environment.
This is why all works fine if you color correct the RGBTexture node with a 2.2 gamma. You are entering in the RGBTexture node a sRGB color that the LW picker doesn't convert to linear, and you need to apply a gamma correction yourself to convert it to linear.
At least this is what I think what happens, the LW color picker always returns a raw color, and doesn't convert from sRGB or other color spaces the web color you are entering. I am not expert in postproduction or color correction, so perhaps other user could help you with additional information.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 10:17 pm
by Lewis
Gordon - try to go to LW display/CS panel and set Color picker ("Picked colors" - first input) to sRGB and leave rest to disabled/Linear and then test.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Wed Aug 19, 2015 11:04 pm
by gordonrobb
Yeh, tried that Lewis. It doesn't seem to make any difference at all.
I can do the 2.2 on the colour correct node if need be.
It's a bigger problem than that though, if you're trying to match any Standalone Matierials, the inputs for spec etc don't match either. I can always change the inputs to float.
What I don't understand though is whey Standalone is correcting the input, but Plugin doesn't
Hey how.