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.
This commit is contained in:
Jeroen Bakker 2021-01-27 16:05:05 +01:00
parent a4d07bafc6
commit 97e646b54a
1 changed files with 10 additions and 0 deletions

View File

@ -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,