Double post processing frames with color management, when animation rendered #79999
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Reference: blender/blender#79999
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87
Blender Version
Broken: version: 2.90.0 Beta, branch: master, commit date: 2020-08-17 19:04, hash:
e157573fab
Worked: (newest version of Blender that worked as expected)
Short description of error
For example increase gamma to 1.5 and render single image from viewport and single frame-animation from viewport.
For the second you will have 1.5 gamma applied twice. The same for filmic or other color management/correction
How it should be (similar result)
And how it looks (1 frame animation render on the right)
Full demo
2020-08-22_04-07-41.mp4
File
double post processing.blend
Added subscriber: @Vyach
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm.
It seems that rendering animation doubles color management processing.
Added subscriber: @EAW
To me, this looks like this is the combination of this intentional change in 2.82:
7959dcd4f6
and this change in 2.83+:190fd795a9
that causes the issue reported in #77909 (2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.)Poke. Guys, it is important! It spoils animation direct renders.
poke
When rendering an animation frame that would output to an 8bit video/image format performs the color management twice. Also on disk it is applied twice. This is because it is stored in a render buffer and the render buffer assumes that its internal buffer is always stored in Scene Reference Space.
This was introduced in 2.81 to increase the performance when performing viewport animation. As the cause is obvious the solution has to make sure to support all the different use cases there are.
py_offscreen_draw_view3d
callsED_view3d_draw_offscreen
withdo_color_management=false
).P1951 (source graphviz)
Basically looking at the graph we should not perform the in
screen_opengl_render_doit
as it would render incorrectly to any 8bit file and then also draws it incorrectly in the image editor.should fix this, but seems to renders workbench renders incorrect. the workbench renders are already incorrrect in master.
This issue was referenced by
e954e565e1
This issue was referenced by
837b5743ce
This issue was referenced by
33145dd187
Changed status from 'Confirmed' to: 'Resolved'