Re: Framebuffer - Unexpected Failure

Date : Thu, 4 Jan 2007 15:01:06 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Framebuffer - Unexpected Failure
This is a follow-up question, regarding the use
of multiple 'Main' framebuffers. Is this supported?

For the sake of covenience and ease of communication
it would be desireable to spit out both the linear/clamped
8bit 'Main' framebuffer (in the way the lighting artist sees
things in the renderregion) plus the 32bit *.exr/*.ct/*.hdr
version in one go.

I´ve spend all day yesterday fiddling with Adobe Photoshop,
XSI6, Maya 8 and Adobe Aftereffects 7.01 trying to find some
sort of reliable pipeline for working with  32bit *.exr/*.hdr files.

Photoshop CS2 just plain sucks at the interpretation of *.exr/*.hdr,
there´s no simple (e.g. failsafe) way of getting a preview that would
match the Adobe Aftereffects 7.01 default display or special settings.

Go figure, one can reorganized the workspace with all sorts
of floating windows across apps but not use floating point files
conveniently. I may be the only one who´d prefer the reverse...

Whatever, I´d welcome the support of rendering multiple 'Main'
framebuffers in one go with various bitdepths and clamping or
tonemapping - even if it´s just to make sure several people get
to see the same *look* for an image instead of *some* 32bit image...

Cheers

tim



----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, January 03, 2007 12:51 PM
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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