File Output node EXR output for passes displays differently in different applications #128731

Closed
opened 2024-10-08 00:53:24 +02:00 by Brett-McLaughlin · 3 comments

System Information
Operating system: macOS-14.3-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Max 1.2

Blender Version
Broken: version: 4.2.2 LTS, branch: blender-v4.2-release, commit date: 2024-09-23 12:18, hash: c03d7d98a413
Worked: Version 4.0.2 (4.0.2 2023-12-05)

Short description of error
in the compositor I cannot seem to save out my render passes correctly, they appear fine in blender in the render window, but they do not save out properly, they will either be blank or not appear like they do in blender.

Exact steps for others to reproduce the error
in any Blender file I can go to the Render Passes tab and turn on which ever passes I want (UV, Mist and Cryptomatte, being the specific ones I was trying to get that all broke). Then in the Compositor window turn on 'Use Nodes' and create a 'File Output' node, then connect the used passes to the inputs of the File Output node.
Once the file is rendered the passes will all be visible in the blender render window and in the backdrop of the compositor window, and they appear to work fine. Although if you try to open the files in any software (I tested them in Preview, Photoshop, and Aftereffects) they do not appear correctly. the UV pass layer appears as the standard Green and Red UV pass (rather than blenders usual Cyan and Magenta) in Preview but both Photoshop and Aftereffects open it as Greyscale. both the Matte and Mist pass are hit and miss when opening in Preview, some frames appear correctly some don't appear at all, but both appear as solid black passes in both Photoshop and After Effects.
[Based on the default startup or an attached .blend file (as simple as possible)]
Attached in a simple blend file based off of the start up file using these passes. and a render folder including the results from both 4.0 and 4.2

**System Information** Operating system: macOS-14.3-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M1 Max 1.2 **Blender Version** Broken: version: 4.2.2 LTS, branch: blender-v4.2-release, commit date: 2024-09-23 12:18, hash: `c03d7d98a413` Worked: Version 4.0.2 (4.0.2 2023-12-05) **Short description of error** in the compositor I cannot seem to save out my render passes correctly, they appear fine in blender in the render window, but they do not save out properly, they will either be blank or not appear like they do in blender. **Exact steps for others to reproduce the error** in any Blender file I can go to the Render Passes tab and turn on which ever passes I want (UV, Mist and Cryptomatte, being the specific ones I was trying to get that all broke). Then in the Compositor window turn on 'Use Nodes' and create a 'File Output' node, then connect the used passes to the inputs of the File Output node. Once the file is rendered the passes will all be visible in the blender render window and in the backdrop of the compositor window, and they appear to work fine. Although if you try to open the files in any software (I tested them in Preview, Photoshop, and Aftereffects) they do not appear correctly. the UV pass layer appears as the standard Green and Red UV pass (rather than blenders usual Cyan and Magenta) in Preview but both Photoshop and Aftereffects open it as Greyscale. both the Matte and Mist pass are hit and miss when opening in Preview, some frames appear correctly some don't appear at all, but both appear as solid black passes in both Photoshop and After Effects. [Based on the default startup or an attached .blend file (as simple as possible)] Attached in a simple blend file based off of the start up file using these passes. and a render folder including the results from both 4.0 and 4.2
Brett-McLaughlin added the
Severity
Normal
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Bug
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Needs Triage
labels 2024-10-08 00:53:25 +02:00
Member
图片

Apparently it works just fine if you re-open those EXR files in Blender. Photoshop / Aftereffects and a lot of other image programs may have different interpretation of the EXR file.

<img width="264" alt="图片" src="attachments/12eec0f0-5c44-4a39-aef4-dd7e4f8829f6"> Apparently it works just fine if you re-open those EXR files in Blender. Photoshop / Aftereffects and a lot of other image programs may have different interpretation of the EXR file.
YimingWu changed title from File Output node render passes not working to File Output node EXR output for passes displays differently in different applications 2024-10-08 08:32:41 +02:00
Member

There were a number of changes that were done to improve EXRs from the File Output node across compositing applications. Channel names were changed for data passes to avoid lossy compression of data that can't be compressed, BW passes were saved using a single channel, vectors passes now uses XYZW channel names, and more.

Those should be read correctly in compositing applications like Nuke and Natron, but perhaps less so in image editing applications like Photoshop and GIMP. So this is not a bug in Blender, but rather, an improvement that should be implemented in Photoshop and GIMP, and I suggest that you report those files to their tracker instead.

But it should be noted that you force 4 channels for all your files, and that might cause issues for those applications. Consider disabling Use Node Format and changing the channels for the Matte and Mist outputs to be BW and RGB for the UV pass.

There were a number of changes that were done to improve EXRs from the File Output node across compositing applications. Channel names were changed for data passes to avoid lossy compression of data that can't be compressed, BW passes were saved using a single channel, vectors passes now uses XYZW channel names, and more. Those should be read correctly in compositing applications like Nuke and Natron, but perhaps less so in image editing applications like Photoshop and GIMP. So this is not a bug in Blender, but rather, an improvement that should be implemented in Photoshop and GIMP, and I suggest that you report those files to their tracker instead. But it should be noted that you force 4 channels for all your files, and that might cause issues for those applications. Consider disabling Use Node Format and changing the channels for the Matte and Mist outputs to be BW and RGB for the UV pass. <video src="/attachments/356ba941-dc49-4c56-bafb-1dc279f548f7" title="20241008-115923.mp4" controls></video>
Member

I think we can close this now since it's working as expected.

I think we can close this now since it's working as expected.
Blender Bot added
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labels 2024-10-09 06:28:08 +02:00
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Reference: blender/blender#128731
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