Viewport Render (and Render Animation) color looks completely off from the Viewport #73956
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Reference: blender/blender#73956
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System Information
Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24
Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-02-11 14:45, hash:
c939b4df18
Short description of error
Rendering the viewport animation gives a very different result from the actual viewport.
(Also: Viewport Anti-Aliasing isn't taken into consideration on the Viewport Render).
The problem is more noticeable when the Viewport Shading is set to "Flat", even though it also shows in "Studio". It delivers very dull colors with less contrast and a blue-ish tone.
Changing between Cycles and Eevee doesn't affect the Viewport Render (from my tests).
Exact steps for others to reproduce the error
Viewport Colors.blend
Added subscriber: @GabrielMoro
#77291 was marked as duplicate of this issue
#75544 was marked as duplicate of this issue
Added subscriber: @ankitm
Changed status from 'Needs Triage' to: 'Needs User Info'
if you're rendering by Eevee, it would be different from what cycles would render. I am not aware of what viewport uses, but try changing render engine. Also, is possible add a blender file to help debug the issue.
I see now that the problem is more noticeable when the Viewport Shading is set to "Flat", even though it also shows in "Studio". It delivers very dull colors with less contrast and a blue-ish tone.
Changing between Cycles and Eevee doesn't affect the Viewport Render (from my tests).
Viewport Colors.blend
Added subscriber: @SpectreFirst
It looks like Viewport Render Image uses the same Color Management as Eevee and Cycles while viewport itself in Workbench mode seems to always work in Standard View Transform. Try setting Color Management – View Transform to Standard instead of Filmic in Render Properties, it should even work after you hit Viewport Render Image.
Changed status from 'Needs User Info' to: 'Needs Triage'
Changing it to View Transform Standard fixes the color problem! Perhaps a small tweak to set it automatically when rendering the Viewport would fix it for everyone else?
Could the fact that the viewport anti-aliasing is ignored when rendering this way also be fixed? In this case, for example, I'm rendering my walk cycle by using the viewport, but the hair looks bad because anti-aliasing isn't been taken into consideration.
Thanks again for the info on the color!
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Jeroen-Bakker
In solid mode we don't use the view transform as that is setup for rendering. When rendering an image from the viewport the image editor uses the view transform. This works as designed.
The work around described in this ticket is not correct as it changes the scene setting, and that is not what you want when you are rendering.
Best option would be that the render result known if it needs to display the view transform or not. Currently it does not have this ability. I will file it as a known issue.
Added subscriber: @ThamQiLun
Added subscriber: @istoltoto
workaround solution
Hey, thank you for adding me here.
One of our team member did a script to workaround this problem.
Instead of using Viewport Render Animation, the script will use Viewport Render Image and move to render the next frame automaticly.
The script have no stop button and is not working with Esc either, so you either leave it to finish till the end of timeline, or you shoutdown the Blender.
Credit to: Jefferson Rausseo
render_viewport_alternative.py
Added subscriber: @xdanic
Added subscriber: @JustRed
oh, almost reported same issue.
This is rather painful as people do be using filmic
It's looks like alpha transparency layer on whole output from tool setting bar, where is this upp screen on viewport and transparent. Then on whole image it's look darker, but not soo similar..
@istoltoto the render_viewport_alternative.py not changing for me the background, this same problem when white converted do gray.
The script working really hard btw.. why?
The problem can be related with Hue parameter. When white is, then any changes not saving this parameter for color pickup, but default is from gray viewport. Then when B taking to viewport can have this same issue.. soo maybe not alpha, but hue..
@iss @mano-wii Is possible to change priority for this issue? It's more like normal.. it's touching important area of work of this software to save result of work. I'm still combining some crazy way as print screen to paint, then cropping area, etc.. then of course broken resolution sizes, etc. around some interoperability with process, etc.
@ManBlender This is up to viewport developers. I can't tell whether it can be prioritized.
Can be related due class in blender around operating internal objects to save.
#120929 (comment)
Ok, I think I found solution:
After this state in Blender is changed correctly.
Soo.. the problem is 'sRGB' and upper setting must be saved in default in required files.
Is this regression due changes in options?
@mano-wii Can You check RGBA ?
https://projects.blender.org/blender/blender/src/branch/main/source/blender/nodes/composite/nodes/node_composite_rgb.cc
When setting the color management to srgb/standard you match the color management profile of the overlay and therefore you don't see the issue, but in this case you're not able to use the color management you want to use.
Priority of this issue and classification is correct for this kind of issue.
It isn't a regression as this is part of the color management pipeline (https://developer.blender.org/docs/features/gpu/viewports/color_management/#known-issues). Viewport can have 2 color management profiles active. One for the render engine (which is controlled by the color management panel) and one for the overlays (overlay engine is fixed to sRGB/Standard).
There is no known solution how to solve this without introducing other issues. One trick I remember we added was to hide the overlays before exporting.
Not sure why you're referring to the source code of the compositor as that is done in a linear space and uses a fixed conversion matrix.
It was time ago a option "display_device" ? Coz this is the case to have option which variant to set.
Also regarding pipeline..
https://blender.community/c/rightclickselect/JP8l/?sorting=hot
And know-issues:
Currently there isn't a python API to render to the color buffer. This results that add-ons that will use BGL rely on the display space. The consequence is that add-ons aren't able use the full potential of the drawing color pipeline.
Finally I can do this as proposed by script or impacting by this for other things as I not understanding well due code?
Compositor or other should operate a display_device variable not static I think. Time ago I meet other issue regarding conversion movie clip/gif then blender not work adequately around but I recognized the problem now as relation around color systems.