Re: Framebuffer - Unexpected Failure
| Date : Wed, 3 Jan 2007 12:51:51 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: Framebuffer - Unexpected Failure |
Hi Harry,
thanks for the great tutorial article and files provided! It´s really helpful, will have a look at the lense shader and compare it with the simple tonemap lenshader that comes with XSI6.0 as well, right after getting over those damn displayglitches I get in shaded mode (all objects "disappearing" into the same "viewportgray"). May be another (unrelated) bugger with my nvidia cards...
But I´ve logged a bug in the meantime,
UDEV00235513
XSI 6.0 Framebuffers - Unexpected Failure
Thanks again for supplying great info, guys!
Cheers
tim
----- Original Message ----- From: "Harry Bardak" <hb_xsimailinglist(at)hotmail.com>
To: <xsi(at)Softimage.COM>
Sent: Wednesday, January 03, 2007 12:17 PM
Subject: RE: Framebuffer - Unexpected Failure
That's true gamma option will ungamma all textures except float images. Because float images are considered linear defacto ( which make sense to me )
But there is another problem when using gamma option. You can't use mitchell and lanczos filter it generate some artifact when you render because of negative colors involved by using these two filter ( Bug logged by the way )
I wrote a very simple tonemapper here : http://perso.orange.fr/harry.bardak/sRGB.htm
It include a leans shader that linear color space to sRGB color space and a texture node that convert sRGB to lin.
You should use the texture node on color map and NOT on data map such as displacement, bump or normal map.
Have fun.
Harry Bardak TD / Compositor.
Http://perso.wanadoo.fr/harry.bardak/ +33 6 76 63 35 54 +44 781 661 4147
________________________________Subject: RE: Framebuffer - Unexpected Failure Date: Tue, 2 Jan 2007 19:47:37 -0500 From: hingvars(at)Softimage.COM To: XSI(at)Softimage.COM
If there are two framebuffers using the same filename, the second one is ignored. It shouldn't fail like that unless all the other framebuffers are disabled. Do all the framebuffers have checkmarks in front of them? Please make sure you attach the scene to the bug report, if this is already the case.
The HDR format has always been 8-bit RGBE. 8-bit Red, green, blue + 8-bit exponent. It's just what it is.
The global gamma control has been removed since it is confusing and doesn't work the way people expect (it applies inverse gamma on input textures but *only* if they're non-float). We're working on a more comprehensive gamma/tonemapping system for a future release. In the interim I wanted to wean people off of that broken gamma control.
As for the preview, for float output, it simply maps the 0-1 RGB channel values of the framebuffer to 0-255 8-bit values and clips above and below. There is no additional mapping done.
- ½
________________________________
From: owner-xsi(at)Softimage.COM on behalf of Tim Leydecker
Sent: Tue 02-Jan-07 19:28
To: XSI(at)Softimage.COM
Subject: Framebuffer - Unexpected Failure
Hi guys, using XSI 6.0 I get the following errormessage
after adding several "Main" framebuffers in various
outputformats and bitdepths (*.exr, *.hdr, *.ct,..)
for a test, anyone else run into this allready?
' ERROR : Frame buffers 'Main' and 'Main' both use the same file name
'disk\Render_Pictures\beauty.030.pic'
' ERROR : Cannot render frame buffer 'Main'
' ERROR : No valid framebuffers found to render. Render aborted.
' ERROR : 21000-REND-RenderPass - Unspecified failure
Can´t get the pass to render afterwards, even thought I deleted
all double "Main" framebuffers.
Oh, btw, why is the *.hdr format 8 bit RGBE only?
This stuff "feels" a bit buggy, I´ll submit the file to support tomorrow...
Cheers
tim
P.S: And where´s the global gamma slider gone to?
P.P.S: And how am I supposed to find the values for a 32bit
tonemapping that would match the 8bit Renderwindow preview?
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