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Flame shader, density gets rendered differently between render view and render to disk


boyle

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I'm trying to achieve a certain look by putting a flame shader on a fireball sim.

As you can see in the images, the render view/mplay view is different than when rendered to disk.

When rendered to disk the smoke density gets shaded more opaque/brighter.

How can I get the disk render to be equal to what I see in the render view/mplay view?

pyro_render.hip

render to disk.png

renderview and mplay.png

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Can't remember exactly what the checkbox is called, I think it is 'preview' - but if you have that checked in the render view to get a progressive render it will probably look different. So uncheck that. Also it looks like the render view one is multiplied with the alpha (there is a toggle for that) while the one on disk is not (do it in comp and compare). 

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36 minutes ago, Skybar said:

Can't remember exactly what the checkbox is called, I think it is 'preview' - but if you have that checked in the render view to get a progressive render it will probably look different. So uncheck that. Also it looks like the render view one is multiplied with the alpha (there is a toggle for that) while the one on disk is not (do it in comp and compare). 

Toggling "preview" didn't make a difference, and I couldn't find a way to toggle the alpha multiplication (do you know where to do that?)

anyway, thanks to your answer I was able to search for multiplied alpha and found this 

the thing that finally solved it for me was mentioned in that thread: saving as .exr not .tif.

cheers!!

 

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