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authorJeroen Bakker <jeroen@blender.org>2021-01-27 18:05:05 +0300
committerJeroen Bakker <jeroen@blender.org>2021-01-27 18:07:17 +0300
commit97e646b54a01a5ea38391540a7e2926c0d0dc273 (patch)
tree5f1d986c8d799949af02c8c1db2218b8d3ca06db /source/blender/editors/space_view3d
parenta4d07bafc650c9af15444b5e41ba1afaff1cb5a2 (diff)
Documented color management issue.
When using the viewport render animation and saving to an 8 bit image/movie file, the color management is applied twice. Once on the GPU and once when saving to disk. Removing this option currently leads to incorrect Scene strip rendering so needs more research.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 5e61d9d6250..8ae0e3b94fe 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1950,6 +1950,16 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
}
}
+ /* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a
+ * viewport render animation and saving to an 8bit file format, color management would be applied
+ * twice. Once here, and once when saving the saving to disk. In this case the Save As Render
+ * option cannot be controlled either. But when doing an offscreen render you want to do the
+ * color management here.
+ *
+ * This option was added here to increase the performance when rendering for a playblast. When
+ * using workbench the color differences haven't been reported as a bug. But users also use the
+ * viewport rendering to render Eevee scenes. In the later situation the saved colors
+ * are totally wrong. */
const bool do_color_management = (ibuf->rect_float == NULL);
ED_view3d_draw_offscreen(depsgraph,
scene,