From 97e646b54a01a5ea38391540a7e2926c0d0dc273 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Wed, 27 Jan 2021 16:05:05 +0100 Subject: 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. --- source/blender/editors/space_view3d/view3d_draw.c | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'source/blender/editors/space_view3d/view3d_draw.c') 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, -- cgit v1.2.3