Exposure affecting Mist Pass color in viewport #86071

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opened 2021-02-28 05:36:44 +01:00 by Fernaldy W · 5 comments

System Information
Operating system: Windows 10
Graphics card: GTX 1070

Blender Version
Broken: 2.92
Worked: -

Short description of error
I tried to use mistpass on a render, i used the exposure on render > color management tab to lower the exposure, then i view the mistpass in the viewport,
viewport shading > render pass > mistpass, everything is super dark, resulting to view the incorrect one. but when i render it, its normal.

work around is to turn off the scene light and scene world to view the correct one
image.png exposure 0
image.png exposure -6

Exact steps for others to reproduce the error

  1. make some cubes with varying distance
  2. move the camera so its parallel to the cubes
  3. turn the exposure down in, render > color management > Exposure
  4. view the mistpass in viewport shading > render pass > mist pass,
  5. the mistpass view is darker and affected by the exposure, resulting to view the incorrect one
**System Information** Operating system: Windows 10 Graphics card: GTX 1070 **Blender Version** Broken: 2.92 Worked: - **Short description of error** I tried to use mistpass on a render, i used the exposure on render > color management tab to lower the exposure, then i view the mistpass in the viewport, viewport shading > render pass > mistpass, everything is super dark, resulting to view the incorrect one. but when i render it, its normal. work around is to turn off the scene light and scene world to view the correct one ![image.png](https://archive.blender.org/developer/F9850268/image.png) exposure 0 ![image.png](https://archive.blender.org/developer/F9850264/image.png) exposure -6 **Exact steps for others to reproduce the error** 1. make some cubes with varying distance 2. move the camera so its parallel to the cubes 3. turn the exposure down in, render > color management > Exposure 4. view the mistpass in viewport shading > render pass > mist pass, 5. the mistpass view is darker and affected by the exposure, resulting to view the incorrect one
Author

Added subscriber: @Fernaldy-Wiranata

Added subscriber: @Fernaldy-Wiranata
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Added subscribers: @Jeroen-Bakker, @brecht, @lichtwerk

Added subscribers: @Jeroen-Bakker, @brecht, @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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There is some related info in the following tasks

  • #68926 (Color Management Improvements)
  • #68239 (Cryptomatte affected by Color Space change in OpenEXR multilayer.)
  • #77909 (2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.)

and I see this is defined for compositing/image saving, but I dont really see it being mentioned that non-color passes should not be affected like this by colormanagement when displaying in the viewport?
Of course this wont end up in your saved images when using EXR (this avoids the problem).

Will confirm for now, this could easily end up in #68926 if distinction of non-color passes for viewport display would be added there I assume.

CC @Jeroen-Bakker
CC @brecht

There is some related info in the following tasks - #68926 (Color Management Improvements) - #68239 (Cryptomatte affected by Color Space change in OpenEXR multilayer.) - #77909 (2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.) and I see this is defined for compositing/image saving, but I dont really see it being mentioned that non-color passes should not be affected like this by colormanagement when displaying in the viewport? Of course this wont end up in your saved images when using EXR (this avoids the problem). Will confirm for now, this could easily end up in #68926 if distinction of non-color passes for viewport display would be added there I assume. CC @Jeroen-Bakker CC @brecht
Member

See TODO above drw_viewport_colormanagement_set we lack a proper mechanism to setup the right color management needs. This should become a responsibility of the primary draw engine.
A (limited) work around would be to change drw_viewport_colormanagement_set to use the standard transform only.

See TODO above `drw_viewport_colormanagement_set` we lack a proper mechanism to setup the right color management needs. This should become a responsibility of the primary draw engine. A (limited) work around would be to change drw_viewport_colormanagement_set to use the standard transform only.
Philipp Oeser removed the
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label 2023-02-09 14:02:34 +01:00
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Reference: blender/blender#86071
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