Photographer - Camera Exposure, White Balance, Autofocus, Physical Lights, Bokeh, Render Queue

Hi, auto exposure seems to be broken in the latest version of Photographer in Blender 4.0.

Working fine here, can you please provide more information about what’s not working, which version you are running, etc…

I was testing the new AgX view transform with the Physical Starlight and Atmosphere addon (with physically correct values) and the Nishita sky texture. While doing this, the auto exposure feature of Photographer didn’t adjust the exposure of the viewport. I was using the latest version of Photographer (version 5.2.3) in the newly released Blender 4.0. In the meantime I restarted Blender and tried it again and, for some reason, it works fine now! So, false alarm it seems. :slightly_smiling_face:

2 Likes

Hello chafouin,

Congratulations for the addon ! Great work !

I have the following issue : i don’t manage to use the light placement modal.

I first click (left button), for exemple, on the “light spot” icon in the lightmixer panel.

The picker appears in the viewport but, immediatly, without taking in account the movement of the picker, the “light spot” is systematically created at the 3D Cursor location. (see the screen capture).

I move the picker above the faces of the cube, trying to click on the faces, but the “light spot” is already anchored at the 3D cursor location and never moves. it’s the same problem for all the types of lights.

Is it a problem of surface detection with the picker ?
Is my way to do it wrong ?

Sometimes, it works perfectly. But i can’t guess why.
Did I do something specific that enables correctly the right way to proceed ?

Best, Francis

Does it enter the modal (changes your cursor and displays modal help text), but won’t find any surface to place the light even if you hover above meshes? Or does it just create the light and doesn’t enter the modal?
Do you have the Ctrl key held when clicking on Add Light, which is the non-modal light creation operator?

Thanks for your rapid answer !

I did several tests : Yes, it always enters the modal. The the usual cursor (arrow) is transformed (modal “picker”) and the help text (Invert direction, Follow normals, Cancel…) is written on the screen.

The added light (ex : spotlight) is immediatelty located the at the 3D Cursor location, waiting to be moved.

Then, response time varies considerably. Sometime (rare), the placement system works perfectly (instant response). Occasionally, the response is very slow : I move the “picker” (without any problem) and the spotlight moves 1 or 2 minutes later (!!!). But usualy, it doesn’t respond.

I never has any response time problem with Blender, even during rendering process.
I tested the light placement with Eevee, Cycles (limited to 150 samples to be sure to have a good response time), in preview mode, and render preview mode, with CPU and GPU modes.

The issue is exactly the same.

I ckecked the microsoft windows OS workload as well. But it’s OK.
So I imagine that this response time is not directly linked with an workload issue.

Could it be surface detection ? Is the system just waiting for a detected surface ?

Are they some conditions to respect to get a correct surface detection ?

Best. Francis

It is sending a simple raycast under your mouse and expecting to find a surface. If it doesn’t find any, it will fallback to the cursor location. But a raycast should not be slow or costly, unless it’s failing and spamming errors. And still, it should just “feel” slower, not have a 1-2 minutes delay.

I’ll reach out in DM to get more information about your rig.

Het @chafouin. Since 4.0 handles point lights differently ies_thumbnail blend file has wrong setup now. I tried generating thumbnails and it returns same picture for everything because point light intersects with mesh and has very low value when you open it in 4.0

image

EDIT: Low value might be on me I played with this file before, but intersection is there

Thanks for reporting it, I’ll have a look.
I also have had to change the Gobos UVs so it supports soft source size. I should be releasing all these fixes this week-end.

I’m trying Gobos right now actually and can’t get them to work, can you tell me what I need to change in default setup?

The Gobo texture mapping cannot use the Normal info or it will disappear if the Source size is not 0. I now have to use the UV info instead. However, it’s not just the material as the Scale and Offset values from Photographer had to be updated for the new Light UVs.

I can send you a version in PM if you are interested in beta testing it.

Actually when I plugged in Reflection instead of normal it just works, just like in 3.6, and Reflection works in 3.6 too. Including offset and scale and everything.

Oh but I was changing scale with Mapping node not from photographer panel

Reflection won’t follow the light rotation.

2 Likes

Version 5.3.0 is now available:

  • Fixed Gobos disappearing in Blender 4.0 when using a light source size superior to 0.
    Important: this breaks retro-compatibility with previous versions of Blender, as the new Light UVs in 4.0 may not exactly match previous Gobo UVs.

  • Added Position Bookmarks: store several location and rotation of cameras to quickly compare different framing. @spicy_studios @AngelEyes
    Only stores position at the moment, please still consider duplicating the camera and sharing camera data if wanting to change resolution, camera sensor size, focal lengths…

  • Added Samples override per camera (Cycles and EEVEE).

  • Added Camera Target placement at the center of the current frame, holding the Ctrl key. @jcfnav

  • Added Camera List visibility option, to hide Cameras or Collections that would not be active in the current View Layer. @spicy_studios
    image

  • Fixed lights and targets placement failing when using a Unit Scale different from 1. Note that it is always recommended to build your scene to scale while keeping the Unit Scale to 1. @Francis33

13 Likes

Version 5.3.1 is available for people who like living on the edge:

  • Experimental: Added compatibility with Blender 4.1 new EEVEE render engine.
3 Likes

Only works with 4.1? On Linux, blender 4.0.2 I cannot enable it. Also I cannot find download for 5.3.0

Or course not, it works with all Blender version from 3.0 (should even work in 2.8) :slight_smile:

Which version of Photographer are you using? Are you getting an error when enabling the add-on? Did you try the installation instructions from the documentation?

Oh wow! Never saw that page! Actually that solved it. Thanks a lot.

Hello, usually a get a message when using automatic lens shift saying:
image

and the camera rotation rotation shows this:
image

It is a pain to go back and forth to correct that small rotation value. To avoid this, would it be possible to set a treshold in the preferences that Y rotation (set by the user) that values under 0.002 for example, the addon will reset it to 0 to avoid that warning?

Hope it makes sense :slight_smile:

Why not lock Y rotation?