Node Wrangler Ctrl Shift + LMB doesn't take Exposure into account #105065

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opened 2023-12-14 17:21:32 +01:00 by Iliya Katushenock · 2 comments

System Information
Operating system: Win11
Graphics card: 4090RTX

Blender Version
Broken: At least since 3.3.12
Worked: Not sure but 2.80 definitely

Short description of error
When you use CTRL + SHIFT + LMB on a node you can see its real values but even though Node Wrangler used to take exposure into account it unfortunately doesn't anymore.

It used to take into account if your exposure was 2.000 for example the strength would be 0.25 or something to that effect but now the Emission node is gone and it connects straight into the Surface Input of the Material Output.

What happens then is that the shown values are for example very dark when your scene is using Exposure -3.0 as is my case here.

Screen Shot 12-14-23 at 11.56 AM.JPG

Here is the original texture for anyone interested in Concrete Grime :)
image

Originally posted by @AdamPreisler in /blender/blender/issues/116190#issue-123391

**System Information** Operating system: Win11 Graphics card: 4090RTX **Blender Version** Broken: At least since 3.3.12 Worked: Not sure but 2.80 definitely **Short description of error** When you use CTRL + SHIFT + LMB on a node you can see its real values but even though Node Wrangler used to take exposure into account it unfortunately doesn't anymore. It used to take into account if your exposure was 2.000 for example the strength would be 0.25 or something to that effect but now the Emission node is gone and it connects straight into the Surface Input of the Material Output. What happens then is that the shown values are for example very dark when your scene is using Exposure -3.0 as is my case here. ![Screen Shot 12-14-23 at 11.56 AM.JPG](/attachments/d6024720-f4f6-4187-afea-65ebe803684b) Here is the original texture for anyone interested in Concrete Grime :) ![image](/attachments/75b29965-9f60-4b48-9d4c-86ea3dbab78b) _Originally posted by @AdamPreisler in /blender/blender/issues/116190#issue-123391_
Member

I've noticed this as well recently, and looking at the commit history it seems the behavior changed in 4bf15a06f3 by D15350

@JacquesLucke That patch seems to be an overall improvement, but as mentioned in the original comments we lost the exposure compensation. I find this to be a big flaw, since I almost always adjust scene exposure. It's necessary when trying to stick to real-world light values, then you need to change the exposure and NW's viewer function becomes worse than useless (it shows you the wrong values).

The original Emission Viewer code is my work, though I haven't been active in maintenance in years so I don't feel I have the right to make any decisions here. Just adding my voice that I prefer the old behavior, or at least Blender should take scene exposure into account when things are plugged straight into the material output.

On a related note, now that Blender natively supports things being plugged into the material output, why not add this as a native feature? The compositor natively has a viewer node system, so should the shader and geo nodes.

I've noticed this as well recently, and looking at the commit history it seems the behavior changed in 4bf15a06f3 by [D15350](https://archive.blender.org/developer/D15350) @JacquesLucke That patch seems to be an overall improvement, but as mentioned in the original comments we lost the exposure compensation. I find this to be a big flaw, since I almost always adjust scene exposure. It's necessary when trying to stick to real-world light values, then you need to change the exposure and NW's viewer function becomes worse than useless (it shows you the wrong values). The original Emission Viewer code is my work, though I haven't been active in maintenance in years so I don't feel I have the right to make any decisions here. Just adding my voice that I prefer the old behavior, or at least Blender should take scene exposure into account when things are plugged straight into the material output. On a related note, now that Blender natively supports things being plugged into the material output, why not add this as a native feature? The compositor natively has a viewer node system, so should the shader and geo nodes.
Member

Hm, I didn't see the Set brightness of viewer to compensate for Film and CM exposure comment in the code that the commit removed..

Adding native functionality for this can be discussed but is kind of out of scope here. Maybe someone can create a patch that adds the Emission node only when the exposure is not 1?

Hm, I didn't see the `Set brightness of viewer to compensate for Film and CM exposure` comment in the code that the commit removed.. Adding native functionality for this can be discussed but is kind of out of scope here. Maybe someone can create a patch that adds the Emission node only when the exposure is not 1?
Jesse Yurkovich added the
Priority
Normal
Status
Confirmed
Type
Report
labels 2023-12-29 22:26:35 +01:00
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Reference: blender/blender-addons#105065
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