Filmic not working on rendered frame in EEVEE #52046
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Reference: blender/blender#52046
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System Information
win10 pro dual 1070
Blender Version
Broken: (example: blender-2.80 0837d19-windows64, 2017 07 12 nightly build)
Worked: (optional)
when pressing the render icon under the viewport and getting a rendered image in the image editor a stark difference occurs in whites being clipped (aka filmic not working)
Image attached for clear explanation.
(My first bug report ever!) ?
thanks Dalai for twitter encouragement
Changed status to: 'Open'
Added subscriber: @AdamJuhasz
Added subscriber: @dfelinto
Could you please attach the .blend you used to reproduce this issue?
eevee_filmic_bug.blend I basically reproduced it (didn't save original, sorry)
Added subscriber: @ideasman42
Since this is "offscreen" render related, @ideasman42 may want to take a look as well
Added subscriber: @fclem
The thing is that this offscreen render is using byte buffers. And it output transformed (tonemapped) color to the render result that is transformed again with the color management settings.
Ideally we should output an HDR buffer without color correction but this means transforming all colors from object modes to be linear.
@fclem, noticed this double transform too (though there was an issue with off-screen buffers - fixed
73b1425297
)Is rendering float images with HDR reliable with OpenGL3.2?
As in, can we add this with only a few changes to the code?
A short term fix could be to flag the render as having color-management applied.
@ideasman42 Yes it's reliable to render to HDR format, this is the bread and butter of eevee. Though it's really not easy to change:
Added subscriber: @MikePan
Added subscriber: @troy_s
Note that the issue isn't just transfer function (intensity mapping of scene referred to display referred or vice versa) but also primaries.
Various game engines are flipping or have flipped their reference primaries (IE the colours for each of the red, green, and blue lights) to different coloured lights from BT.709 / sRGB. These include but aren't limited to ACES AP1, REC.2020 and others.
To do a proper conversion:
This can be distilled into a simple OCIO transform, but it requires more information that simply the transfer function.
Added subscriber: @Sergey
Quick solution is to disable view transform for OpenGL render (NOT viewport, but the
bpy.ops.render.opengl()
). This transform is never supposed to be applied on the render result unless you save the file (saving to non-linear format will apply view transform). You can do that by passing NULL as view transform forIMB_colormanagement_setup_glsl_draw_from_space
inDRW_transform_to_display()
. This will make things to work as it was supposed to in color pipeline in Blender in respect of view transform.Here's really dirty implementation of the approach:
P521: Dirty patch for #52046
There will be some issue with color being clipped, because we store OpenGL render as byte buffer.
Proper solution would be to skip any color management in OpenGL rendering and store OpenGL render result as float buffer in RenderResult in linear space.
Changed status from 'Open' to: 'Resolved'
This issue was referenced by
df58d6bf76
Added subscriber: @RobertoRoch
Apologies for resurrecting this issue, this is probably just a problem with my blender setup
I tried again with an empty scene and it doesn't seem to happen, but it does if I copy/paste the objects from my scene to a new file
I've uploaded a file in case anyone wants to test (the problem happens for me when using the Viewport Render Image option in the View menu)
012_03_d.blend
Added subscriber: @filibis
Added subscriber: @Winderlook
Why is the topic closed when the problem still occurs? The newest blender for now - 2.90.1 still makes double view transform when rendering both viewport image and viewport animation, when using eevee with filmic. Terrible bug.
It might be re-introduced issue, might be different codepath.
Please submit new bug report rather that leaving comment in the older one. This ensures nothing is slipped through the crack, and gives clear and isolated case for developers to look into.