
- Posts: 304
- Joined: Mon Dec 03, 2012 3:35 pm
Hi there,
maybe it's only strange to me yet I wanted to have this clear.
Everytime I use the Renderer3D Node and set it to "OpenGL", I get close to useless results, because of heavy banding and/or clipping.
Yet, this only seems to happen if I use a Gamut Node to linearize my input, which I usually do unless the material already is linear of course. As soon as I deactivate the the input-gamut, everything is fine again. It doesn't matter if I import the material in 8bit or 32bit btw; it doesn't even matter if the material is generated inside of Fusion, therefore my very simple setup to show what I mean:
See the issue?
So, when I set it to Software Renderer, it works like it should. In OpenGL, it clips/bands/cripples the output.
Is there a setting that I didn't check properly, or are my prefs messed up?
I enountered this problem first at home, on Windows in F7. The example here was build on OSX, F8b2; so it happens in both versions and is not special to F8 and/or OSX.
GPU on Windows is a GTX970, on OSX dual D700
Best Regards,
Rick
maybe it's only strange to me yet I wanted to have this clear.
Everytime I use the Renderer3D Node and set it to "OpenGL", I get close to useless results, because of heavy banding and/or clipping.
Yet, this only seems to happen if I use a Gamut Node to linearize my input, which I usually do unless the material already is linear of course. As soon as I deactivate the the input-gamut, everything is fine again. It doesn't matter if I import the material in 8bit or 32bit btw; it doesn't even matter if the material is generated inside of Fusion, therefore my very simple setup to show what I mean:
- Code: Select all
{
Tools = ordered() {
Gamut1_1 = GamutConvert {
CtrlWZoom = false,
Inputs = {
OutputSpace = Input { Value = FuID { "sRGB", }, },
Input = Input {
SourceOp = "Renderer3D1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 379.5, }, },
},
Renderer3D1 = Renderer3D {
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
Depth = Input { Value = 3, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
SceneInput = Input {
SourceOp = "Merge3D1",
Source = "Output",
},
RendererType = Input { Value = FuID { "RendererOpenGL", }, },
},
ViewInfo = OperatorInfo { Pos = { 825, 313.5, }, },
},
ImagePlane3D1 = ImagePlane3D {
Inputs = {
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
MaterialInput = Input {
SourceOp = "Gamut1",
Source = "Output",
},
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 825, 214.5, }, },
},
Merge3D1 = Merge3D {
Inputs = {
SceneInput1 = Input {
SourceOp = "ImagePlane3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 247.5, }, },
},
Camera3D1 = Camera3D {
Inputs = {
["Transform3DOp.Translate.Y"] = Input { Value = 0.212766, },
["Transform3DOp.Translate.Z"] = Input { Value = 3.4270084, },
AoV = Input { Value = 24.3265863475745, },
["Stereo.Mode"] = Input { Value = FuID { "Mono", }, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
["MtlStdInputs.MaterialID"] = Input { Value = 2, },
},
ViewInfo = OperatorInfo { Pos = { 605, 247.5, }, },
},
Gamut1 = GamutConvert {
Inputs = {
SourceSpace = Input { Value = FuID { "sRGB", }, },
Input = Input {
SourceOp = "Background1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 115.5, }, },
},
Background1 = Background {
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
Type = Input { Value = FuID { "Horizontal", }, },
TopRightRed = Input { Value = 1, },
TopRightGreen = Input { Value = 1, },
TopRightBlue = Input { Value = 1, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1, },
[1] = { 1, 1, 1, 1, },
},
},
},
},
ViewInfo = OperatorInfo { Pos = { 825, 82.5, }, },
},
},
}
See the issue?
So, when I set it to Software Renderer, it works like it should. In OpenGL, it clips/bands/cripples the output.
Is there a setting that I didn't check properly, or are my prefs messed up?
I enountered this problem first at home, on Windows in F7. The example here was build on OSX, F8b2; so it happens in both versions and is not special to F8 and/or OSX.
GPU on Windows is a GTX970, on OSX dual D700
Best Regards,
Rick