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OCTANE 3.X Imager Gamma?
Posted: Tue Jul 26, 2016 5:40 pm
by kcpr-raffaEl
Hi!
Maybe it's something I'm doing wrong but I can't make Camera Imager Gamma to affect rendered image.
What is going on? With OCT 2.24.2-2.15 everything works perfrectly.
All Best,
Re: OCTANE 3.X Imager Gamma?
Posted: Wed Jul 27, 2016 2:43 am
by azen
Hi,
Please refer to the release notes for version 2.24.2 - 2.16, to see the changes to gamma implementation.
viewtopic.php?f=80&t=52130
Let me know if this helps
Re: OCTANE 3.X Imager Gamma?
Posted: Wed Jul 27, 2016 3:58 pm
by kcpr-raffaEl
Ok, I've read this info but my problem persists.
So, let's clear thing out:
In
OCTANE 2.x we have possibility to change Camera Imager Gamma, which affects rendered and saved images.
Example is here:
So,
porting from OCTANERender Viewport to Max Fremebuffer works correctly, saving too.
This workflow in some way is described in this post:
viewtopic.php?p=261462#p261462
But in OCTANE 3.X this doesn't work in any way:
Option 1. Disabled 3ds Max Gamma - OCTANE Render Viewport responds correctly, but porting to Max Framebuffer always changes image Gamma to 1.0.
Example is here:
Option 2. Max Gamma is Enabled - OCTANE Render Viewport doesn't respond on Imager Gamma changes.
So, in fact it looks like Camera Imager Gammaa is useless at this moment, because there is
no way to save image looking exactly like in Octane Render Viewport.
I've got LITERALLY THOUSANDS of interiors with different Camera Imager Gamma settings - they're even animated in many of them.
We have to find a way to make it works again, since then OCTANE 3.X is no use for me, and I already purchased upgrade on all my seats.
It's how to make 3ds Max save images with Gamma set in Octane Camera Imager.
Re: OCTANE 3.X Imager Gamma?
Posted: Fri Jul 29, 2016 3:32 pm
by solomonfl
kcpr-raffaEl wrote:Ok, I've read this info but my problem persists.
So, let's clear thing out:
In
OCTANE 2.x we have possibility to change Camera Imager Gamma, which affects rendered and saved images.
Example is here:
OCTANE_2.jpg
So,
porting from OCTANERender Viewport to Max Fremebuffer works correctly, saving too.
This workflow in some way is described in this post:
viewtopic.php?p=261462#p261462
But in OCTANE 3.X this doesn't work in any way:
Option 1. Disabled 3ds Max Gamma - OCTANE Render Viewport responds correctly, but porting to Max Framebuffer always changes image Gamma to 1.0.
Example is here:
OCTANE_3.jpg
Option 2. Max Gamma is Enabled - OCTANE Render Viewport doesn't respond on Imager Gamma changes.
So, in fact it looks like Camera Imager Gammaa is useless at this moment, because there is
no way to save image looking exactly like in Octane Render Viewport.
I've got LITERALLY THOUSANDS of interiors with different Camera Imager Gamma settings - they're even animated in many of them.
We have to find a way to make it works again, since then OCTANE 3.X is no use for me, and I already purchased upgrade on all my seats.
It's how to make 3ds Max save images with Gamma set in Octane Camera Imager.
I concur with kcpr-raffaEl ~ this is an on and off bug, sometimes it works in one build and then it breaks in another. In the current build it is broken
Re: OCTANE 3.X Imager Gamma?
Posted: Mon Aug 01, 2016 4:10 pm
by kcpr-raffaEl
OK my Friends!!
Look like there is solution I didn't noticed earlier:
In Kernel Tab, in Rendering Settings there is 3ds max gamma hack check - which looks like to solve our problem.
I'm in testing phase now, let me know if this is fix for you, too.
All Best,
Re: OCTANE 3.X Imager Gamma?
Posted: Tue Aug 02, 2016 4:11 am
by azen
Hi,
One point to bear in mind with the "gamma hack" feature:
This feature is designed to "workaround the lack of separate gamma setup for the render viewport in 3ds Max. Usable only if you need to use camera curves applied on Octane level. Don't use it for linear workflow".
As a workaround, this will likely be removed at some point in the future in favor of a cleaner integration