Photo HDRI is throwing way too much light. The daylight environment and CG created HDRIs all work correctly only photos not right. It's worse with multiple importance checked. It looks almost correct with Imager exposure set to .001 and response set linear/off.
Houdini 19.0.383
Example file https://drive.google.com/file/d/17j7egb ... sp=sharing
HDRIs blowing out image
Moderator: juanjgon
Sorry, what Octane version are you using? I ask because you are using the deprecated /shop render target HDA. You should work with the new /mat render target HDA (the default one configured in the Octane ROP node) that includes the color correction parameters for the environment texture, that for an HDR image should be non color data, or linear with 1.0 gamma.
Thanks,
-Juanjo
Thanks,
-Juanjo
I'm using Octane Enterprise 2020.2.5 23.11 stable, I use it for Blender also, latest version for Blender build.
I tried using the Render output in material tab and it's the same. I have to change imager gamma to 2.2 to make the hdri backplate appear normal, but lighting is still the same.
I tried setting tex environment to non color (defaults to linear unless it's using previous settings for that hdri) unchecking linear srgb invert (checked by default) gamma 1 in tex env. tab, and in imager. I think the lighting looks okay, but the background light still seems blown out (see screenshot). Maybe I'm just used to Filmic in Blender clamping the highs
I tried using the Render output in material tab and it's the same. I have to change imager gamma to 2.2 to make the hdri backplate appear normal, but lighting is still the same.
I tried setting tex environment to non color (defaults to linear unless it's using previous settings for that hdri) unchecking linear srgb invert (checked by default) gamma 1 in tex env. tab, and in imager. I think the lighting looks okay, but the background light still seems blown out (see screenshot). Maybe I'm just used to Filmic in Blender clamping the highs
If you have a float HDR image, the right color space for it can be non color data, or linear srgb + 1.0 gamma. As you can see in the attached image, this configuration matches the Houdini environment light background in the OpenGL viewport, so I think that the Octane rendering is right. I'm not sure why you can't match the rendering in the Blender plugin, to be honest.
Thanks,
-juanjo
Thanks,
-juanjo