Render resolution affects the size of a mask in the compositor. #50113

Closed
opened 2016-11-25 08:25:52 +01:00 by Jason schleifer · 16 comments

When adjusting the render resolution percentage, masks in the compositor are affected in scale. These should not be tied together.

Here's an animated gif demonstrating..
renderResolutionAffectingMaskSize.gif

When adjusting the render resolution percentage, masks in the compositor are affected in scale. These should not be tied together. Here's an animated gif demonstrating.. ![renderResolutionAffectingMaskSize.gif](https://archive.blender.org/developer/F406092/renderResolutionAffectingMaskSize.gif)
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'
Author
Member

Added subscriber: @JasonSchleifer

Added subscriber: @JasonSchleifer
Author
Member

if the animated gif won't load, check out the gif here..

http://www.giphy.com/gifs/l2JhONGhmXbzdvOLu

if the animated gif won't load, check out the gif here.. http://www.giphy.com/gifs/l2JhONGhmXbzdvOLu

Added subscriber: @Funkster-3

Added subscriber: @Funkster-3
Member

Added subscriber: @Blendify

Added subscriber: @Blendify
Member

Hmm, this is intended behavior but for example, the mask node has the Size property to change how this works.

Hmm, this is intended behavior but for example, the mask node has the *Size* property to change how this works.
Author
Member

Just curious why this would be the intended behavior? Isn't the render percentage only supposed to modify the final output? By having it affect the way the compositor works, you have to adjust your mask nodes every time you adjust the final render output. This seems cumbersome and unintuitive.

If it were consistent, then all nodes should be affected by this render percentage value. But they're not (nor should they be, imo).

Just curious why this would be the intended behavior? Isn't the render percentage only supposed to modify the final output? By having it affect the way the compositor works, you have to adjust your mask nodes every time you adjust the final render output. This seems cumbersome and unintuitive. If it were consistent, then all nodes should be affected by this render percentage value. But they're not (nor should they be, imo).
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke

Added subscriber: @zeauro

Added subscriber: @zeauro

Here, the problem is not the mask.
It is the image.

If you change render output percentage, you have to add a scale node after Image Input and to change its space from Relative to Scene Size or Render Size.

Problem does not exist with a renderlayer node when it is refreshed.

Here, the problem is not the mask. It is the image. If you change render output percentage, you have to add a scale node after Image Input and to change its space from Relative to Scene Size or Render Size. Problem does not exist with a renderlayer node when it is refreshed.

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2016-12-09 14:37:59 +01:00

Masks are stored in the normalized space (coordinates 0 to 1) which are then mapped to the "canvas". By default, we map them to scene resolution, so when you do alpha-over or things like that in compo you always have same result regardless of render percentage.

If you don't want that behavior, switch mask to a fixed size.

Masks are stored in the normalized space (coordinates 0 to 1) which are then mapped to the "canvas". By default, we map them to scene resolution, so when you do alpha-over or things like that in compo you always have same result regardless of render percentage. If you don't want that behavior, switch mask to a fixed size.
Author
Member

Hey Sergey,

So it looks like the actual bug is that the viewer node doesn't update correctly based off render resolution.. the user is forced to to do a full re-render. This can be very confusing!

I'll log that bug instead.

cheers,
Jason

Hey Sergey, So it looks like the actual bug is that the viewer node doesn't update correctly based off render resolution.. the user is forced to to do a full re-render. This can be very confusing! I'll log that bug instead. cheers, Jason

Hrm, yeah that's confusing.

Do you mind submitting that report with corresponding title and description? (so we don't "reuse" this report to keep it all clear what exact issue we've discussed and such).

Hrm, yeah that's confusing. Do you mind submitting that report with corresponding title and description? (so we don't "reuse" this report to keep it all clear what exact issue we've discussed and such).
Author
Member

happy to - and already did. :)
#50212

woot!

happy to - and already did. :) [#50212 ](https://developer.blender.org/T50212) woot!
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#50113
No description provided.