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question about rendering look(view transform? color space?))

Posted: Tue Apr 13, 2021 6:33 am
by richardbao
hey guys, we are trying to integrated luxcore rendering into our 3D editor.
here we have a scene rendered with luxcore, but the results turn outs to be really dull and not looking correct. I was thinking is this something to do with view transform like what blender did? we also use Optix AI denoise that comes with luxcore. here is the rendering result. i know the whole scene texture is grey and white which contribute to the dull render, but I render the same scene in blender and it came out nice and shiney. we have no idea where we messed up. we are using HDRI lighting to light up the scene. any thoughts or direction will be appreciated!
thanks in advance!
here is the rendering config we had in our code(modified a little bit)

CPU: I7-10750
GPU : 2070 8G
ram:16g

Code: Select all

 mapNameConfig["film.filter.type"] = "NONE";
  mapNameConfig["film.width"] = std::to_string(render_width);
  mapNameConfig["film.height"] = std::to_string(render_height);
  mapNameConfig["path.photongi.indirect.enabled"] = "0";
  mapNameConfig["path.photongi.caustic.enabled"] = "0";
  mapNameConfig["path.pathdepth.total"] = "5";
  mapNameConfig["lightstrategy.type"] = "LOG_POWER";
  mapNameConfig["scene.epsilon.min"] = "9.9999997473787516e-06";
  mapNameConfig["scene.epsilon.max"] = "0.10000000149011612";
  mapNameConfig["renderengine.type"] = "PATHOCL";
  mapNameConfig["sampler.type"] = "SOBOL";// "SOBOL";TILEPATHSAMPLER
  mapNameConfig["film.opencl.enable"] = "1";
  mapNameConfig["film.opencl.device"] = "2";
  mapNameConfig["opencl.cpu.use"] = "0";
  mapNameConfig["opencl.gpu.use"] = "1";

  mapNameConfig["batch.haltspp"] = "100";    
  mapNameConfig["batch.halttime"] = "0";    
  mapNameConfig["native.threads.count"] = "6";
  mapNameConfig["path.clamping.variance.maxvalue"] = "0";

mapNameConfig["film.imagepipelines.0.0.type"] = "OPTIX_DENOISER"; //OPTIX_DENOISER \INTEL_OIDN
    mapNameConfig["film.imagepipelines.0.0.minspp"] = "0"; //OPTIX_DENOISER \INTEL_OIDN
    mapNameConfig["film.imagepipelines.0.0.sharpness"] = "0.3"; //OPTIX_DENOISER \INTEL_OIDN
    
    mapNameConfig["film.imagepipelines.0.1.type"] = "NOP";
    mapNameConfig["film.imagepipelines.0.2.type"] = "TONEMAP_AUTOLINEAR";
    mapNameConfig["film.imagepipelines.0.2.scale"] = "2";
    mapNameConfig["film.imagepipelines.0.3.type"] = "GAMMA_CORRECTION";
    mapNameConfig["film.imagepipelines.0.3.value"] = "2.2000000000000002";
    mapNameConfig["film.imagepipelines.0.4.type"] = "COLOR_LUT";
    mapNameConfig["film.imagepipelines.0.4.file"] = fsGetResourceDirectory(RD_TEXTURES)+std::string("/lut/1.cube");
    mapNameConfig["film.imagepipelines.0.4.strength"] = "0.5";
    mapNameConfig["film.imagepipelines.0.radiancescales.0.enabled"] = "1";
    mapNameConfig["film.imagepipelines.0.radiancescales.0.globalscale"] = "1";
    

Re: question about rendering look(view transform? color space?))

Posted: Tue Apr 13, 2021 9:46 am
by Dade
It is hard to say without more information. I assume that when you talk of Blender, you are talking of Blender with BlerndLuxCore plugin. Try to post a rendering done with your 3D editor and one with Blender so we can see what is the "nice and shiney" difference.

If you can post a test LuxCore scene (you can save the scene with RenderConfig::Export() or FILESAVER render engine if you need) and the Blender scene, may be also a lot easier to understand what is going on.

You can also save the scene in LuxCore text format from Blender, do the same with your 3D editor and check the text files to spot the difference on your own.

P.S. are you setting the gamma of HDR to 2.2 in your 3D editor ?