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Renderer3D, OpenGL Renderer destroys image. Workaround?

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Lucas Pfaff

  • Posts: 304
  • Joined: Mon Dec 03, 2012 3:35 pm

Renderer3D, OpenGL Renderer destroys image. Workaround?

PostFri Nov 06, 2015 11:23 am

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:

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
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Pieter Van Houte

  • Posts: 879
  • Joined: Wed Nov 05, 2014 1:04 am

Re: Renderer3D, OpenGL Renderer destroys image. Workaround?

PostFri Nov 06, 2015 4:11 pm

Under Texturing (in Renderer3D), adjust your Texture Depth settings.
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Lucas Pfaff

  • Posts: 304
  • Joined: Mon Dec 03, 2012 3:35 pm

Re: Renderer3D, OpenGL Renderer destroys image. Workaround?

PostFri Nov 06, 2015 4:47 pm

Hi there Pieter,

thank you very much for the insight :) I thought I'd have ruled that out with the Depth in the "Image" page. A bit strange the default is 8bit and not Source, but now I know where to look :) thanks!
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Chad Capeland

  • Posts: 3308
  • Joined: Mon Nov 10, 2014 9:40 pm

Re: Renderer3D, OpenGL Renderer destroys image. Workaround?

PostFri Nov 06, 2015 5:19 pm

It's the difference between the textures themselves being integer vs the composite of the fragments.
Chad Capeland
Indicated, LLC
www.floweffects.com

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