Rec.1886 and Rec. 2020 view transform issues. #114661

Closed
opened 2023-11-09 10:58:44 +01:00 by Guido · 5 comments

System Information
Operating system: macOS-14.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M2 Max 1.2

Blender Version
Broken: version: 4.0.0 Beta, branch: blender-v4.0-release, commit date: 2023-11-06 20:53, hash: abe925d0c671
Broken:version: 4.1alpha

Short description of error
just follow the images
One is an area light the other is a mesh light.
The last two are eevee legacy and EEVEE

Exact steps for others to reproduce the error
plane, red cube, area or mesh light in EEVEE and CYCLES

**System Information** Operating system: macOS-14.1-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M2 Max 1.2 **Blender Version** Broken: version: 4.0.0 Beta, branch: blender-v4.0-release, commit date: 2023-11-06 20:53, hash: `abe925d0c671` Broken:version: 4.1alpha **Short description of error** just follow the images One is an area light the other is a mesh light. The last two are eevee legacy and EEVEE **Exact steps for others to reproduce the error** plane, red cube, area or mesh light in EEVEE and CYCLES
Guido added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-11-09 10:58:45 +01:00
Member

@nathanvegdahl and/or @Sergey (since both of you seem to do a bit of colour management work), are you able to take a look at this?

@nathanvegdahl and/or @Sergey (since both of you seem to do a bit of colour management work), are you able to take a look at this?
Alaska added
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Needs Info from Developers
and removed
Status
Needs Triage
labels 2023-11-09 12:45:18 +01:00
Alaska changed title from Colormanagement issues EEVEE / CYCLES to Rec.1886 and Rec. 2020 view transform issues. 2023-11-09 12:54:53 +01:00
Member

I'm unable to reproduce locally, at least not with the steps provided in the issue description. However, I'm on Linux with an AMD graphics card, so maybe this is hardware/driver specific?

@Nurb2Kea Can you provide a blend file that demonstrates the issue?

I'm unable to reproduce locally, at least not with the steps provided in the issue description. However, I'm on Linux with an AMD graphics card, so maybe this is hardware/driver specific? @Nurb2Kea Can you provide a blend file that demonstrates the issue?
Member

Just for reference, I can reproduce this issue on my M1 Pro MacBook. But quick testing on a Windows computer with a Nvidia graphics card, I wasn't able to reproduce it. So likely Mac specific.

I have attached a file for testing. Steps to reproduce is open the file and enter a rendered viewport.
If you wish to create the file from scratch, set the Display device to Rec 1886, or Rec 2020 and set the view transform to Standard or False Color and enter a rendered viewport with an object that has some light fall off on it.

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42
Blender version: 4.1.0 Alpha, branch: main, commit date: 2023-11-09 10:58, hash: d0ce1ca173aa

System Information
Operating system: macOS-14.0-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Pro 1.2
Blender version: 4.1.0 Alpha, branch: main, commit date: 2023-11-09 10:58, hash: d0ce1ca173aa

Just for reference, I can reproduce this issue on my M1 Pro MacBook. But quick testing on a Windows computer with a Nvidia graphics card, I wasn't able to reproduce it. So likely Mac specific. I have attached a file for testing. Steps to reproduce is open the file and enter a rendered viewport. If you wish to create the file from scratch, set the Display device to Rec 1886, or Rec 2020 and set the view transform to Standard or False Color and enter a rendered viewport with an object that has some light fall off on it. **System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42 Blender version: 4.1.0 Alpha, branch: main, commit date: 2023-11-09 10:58, hash: `d0ce1ca173aa` **System Information** Operating system: macOS-14.0-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M1 Pro 1.2 Blender version: 4.1.0 Alpha, branch: main, commit date: 2023-11-09 10:58, hash: `d0ce1ca173aa`
Alaska added the
Platform
macOS
label 2023-11-09 13:16:25 +01:00
Author

**APPLE MacStudio M2 !!!

System Information
Operating system: macOS-14.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M2 Max 1.2**

just a plane, a cube. a light and the colormanagement setup as shown in the images.
No fanzy stuff.
That's why I said, follow the images

**Short description of error
just follow the images
One is an area light the other is a mesh light.
The last two are eevee legacy and EEVEE

Exact steps for others to reproduce the error
plane, red cube, area or mesh light in EEVEE and CYCLES**

AND NO, It's vanilla tested as well!

Last image with the file from @Alaska

In EEVEE and CYCLES

**APPLE MacStudio M2 !!! System Information Operating system: macOS-14.1-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M2 Max 1.2** just a plane, a cube. a light and the colormanagement setup as shown in the images. No fanzy stuff. That's why I said, follow the images **Short description of error just follow the images One is an area light the other is a mesh light. The last two are eevee legacy and EEVEE Exact steps for others to reproduce the error plane, red cube, area or mesh light in EEVEE and CYCLES** AND NO, It's vanilla tested as well! Last image with the file from @Alaska **In EEVEE and CYCLES**
Alaska added
Status
Confirmed
Module
EEVEE & Viewport
and removed
Status
Needs Info from Developers
labels 2023-11-10 01:34:55 +01:00
Member

I've done some further investigating. I thought the issue might be the Metal backend. Maybe a feature is missing, or something is broken? So the only way to properly test it is to get OpenGL running on my Mac.

So rolled back to a version of Blender from roughly 4 months ago (before the removal of OpenGL on Mac), then selectively applied the color management patches that added the Rec.1886 and Rec.2020 display devices (https://projects.blender.org/Alaska/blender/src/branch/testing-rec). And the issues persist.

Mac OpenGL - Custom Build Mac Metal - Custom Build Mac Metal - Main Windows Nvidia OpenGL - Custom Build Windows Nvidia OpenGL - Main
OpenGL Mac.png Metal Mac - Custom.png Metal Mac - Main.png OpenGL Nvidia - Custom.png OpenGL Nvidia - Main.png

So just clarifying:

  • Mac OpenGL - Custom Build: My Mac with my custom build running with the OpenGL backend.
  • Metal - Custom Build: My Mac with my custom build running with the Metal backend.
  • Mac Metal - Main: My Mac with the Main branch of Blender running with the Metal backend.
  • Windows Nvidia OpenGL - Custom Build: My Nvidia Windows computer running my custom build in OpenGL.
  • Windows Nvidia OpenGL - Main: My Nvidia Windows computer running the main build of Blender with OpenGL.

Looking at the tests, the output from OpenGL Mac and Metal Mac are very similar, with the exception of the colour noise and some extra bands on the Metal tests. There are subtle differences between the custom build and Main, but that comes from changes to the Principled BSDF rendering.


I don't have the knowledge to look into this issue much further, so maybe @Jason-Fielder or someone else at Apple should take a look at this. The issue is Mac specific based on tests so far, and it seems to be a display issue. Because everything else works as expected (E.G. If you use the Sample tool in the Image Viewer for the distorted render, the same tool will produce the correct results. Saving the file also doesn't have issues.)

I've done some further investigating. I thought the issue might be the Metal backend. Maybe a feature is missing, or something is broken? So the only way to properly test it is to get OpenGL running on my Mac. So rolled back to a version of Blender from roughly 4 months ago (before the removal of OpenGL on Mac), then selectively applied the color management patches that added the Rec.1886 and Rec.2020 display devices (https://projects.blender.org/Alaska/blender/src/branch/testing-rec). And the issues persist. |Mac OpenGL - Custom Build|Mac Metal - Custom Build|Mac Metal - Main|Windows Nvidia OpenGL - Custom Build|Windows Nvidia OpenGL - Main| |-|-|-|-|-| |![OpenGL Mac.png](/attachments/81fd450c-d5f4-40d6-a2d7-bf97ee7422e2)|![Metal Mac - Custom.png](/attachments/4690823e-d478-48a2-9a2d-40250691069c)|![Metal Mac - Main.png](/attachments/962713e0-f594-4eca-aee2-ebb4274e388d)|![OpenGL Nvidia - Custom.png](/attachments/e541ef9e-bdf5-4b3c-8f21-ffb09e29070b)|![OpenGL Nvidia - Main.png](/attachments/85ddc936-e65c-4f8b-9496-1895dcd759be)| So just clarifying: - Mac OpenGL - Custom Build: My Mac with my custom build running with the OpenGL backend. - Metal - Custom Build: My Mac with my custom build running with the Metal backend. - Mac Metal - Main: My Mac with the Main branch of Blender running with the Metal backend. - Windows Nvidia OpenGL - Custom Build: My Nvidia Windows computer running my custom build in OpenGL. - Windows Nvidia OpenGL - Main: My Nvidia Windows computer running the main build of Blender with OpenGL. Looking at the tests, the output from OpenGL Mac and Metal Mac are very similar, with the exception of the colour noise and some extra bands on the Metal tests. There are subtle differences between the custom build and Main, but that comes from changes to the Principled BSDF rendering. --- I don't have the knowledge to look into this issue much further, so maybe @Jason-Fielder or someone else at Apple should take a look at this. The issue is Mac specific based on tests so far, and it seems to be a display issue. Because everything else works as expected (E.G. If you use the `Sample` tool in the Image Viewer for the distorted render, the same tool will produce the correct results. Saving the file also doesn't have issues.)
Sergey Sharybin self-assigned this 2023-11-14 16:59:20 +01:00
Sergey Sharybin removed their assignment 2023-11-14 16:59:34 +01:00
Sergey Sharybin self-assigned this 2023-11-14 16:59:40 +01:00
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labels 2023-11-16 09:48:03 +01:00
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Reference: blender/blender#114661
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