RGB and RGBA look overexposed

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Post Reply
User avatar
Egert_Kanep
Posts: 237
Joined: Tue Mar 13, 2018 10:34 am

RGB and RGBA look overexposed

Post by Egert_Kanep »

Altough I already found solution to my problem, which was to achieve transparent background, I noticed that RGB and RGBA aov's look super bright. Other passes like direct diffuse and indirect diffuse looked fine.
Attachments
bright_aovs.JPG
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: RGB and RGBA look overexposed

Post by B.Y.O.B. »

RGB and RGBA contain the raw film pixel colors before any tonemapping happens.
So their brightness depends entirely on the brightness of your scene lights (e.g. if you lower the sun gain to 0.001 or so, they should be no longer overexposed).
This is intended.

Other AOVs like diffuse, indirect diffuse etc. have a tonemapping pipeline to match the "Combined" AOV (the standard output).
User avatar
Egert_Kanep
Posts: 237
Joined: Tue Mar 13, 2018 10:34 am

Re: RGB and RGBA look overexposed

Post by Egert_Kanep »

Okay, thanks for explaining. I wonder what is the intended use of these non tonemapped aov's? I assume that if I use beauty pass I still get the correct result just with normalized lighting so what could I benefit from those raw passes?
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: RGB and RGBA look overexposed

Post by B.Y.O.B. »

More options for the user.
You can do your own custom tonemapping.

Another idea: render with panoramic camera, save RGB as .exr and you have a custom-made untonemapped HDRI for environment lighting.
(of course, the Combined AOV is HDR, too).
Post Reply