Multi Layered 16 bit tonemapped error?

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Hey guys,

I did an animation of 190 frames and accidentally saved it as a untonemapped 16 bit exr (Just to render beauty and AO at the same time). So I didn't want to mess with all the math so I redid the render as a TONEMAPPED. The beauty looked right, but the AO still looked like the untonemapped version, instead of being tonemapped already. Not sure if it is a bug or something?

Also, will we ever be able to just render and save an animation of just like the AO pass and not the beauty as like a png seq?

Thanks!
Win 10, Threadripper Pro, Dual 3090s
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face_off
Octane Plugin Developer
Posts: 15716
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I did an animation of 190 frames and accidentally saved it as a untonemapped 16 bit exr (Just to render beauty and AO at the same time). So I didn't want to mess with all the math so I redid the render as a TONEMAPPED. The beauty looked right, but the AO still looked like the untonemapped version, instead of being tonemapped already. Not sure if it is a bug or something?
I think this was deliberate - and a change in Octane 3 alpha 3 or 4 - check the release notes in the Standalone thread - there should be details there.
Also, will we ever be able to just render and save an animation of just like the AO pass and not the beauty as like a png seq?
I think if you open the Octane Viewport, then select to view the AO pass, then render the animation, the plugin should save the AO pass to png. Test this to be sure...

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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