I’m trying to find out why ‘Viewport render image’ is different than what I see in viewport as it’s starting to genuinely impead my work. Currently my workaroud is switch viewport to fullscreen, take a bunch of screencaps and stitch them together in GIMP so I have a high res image. I usually use EEVEE but for the most part I only use viewport render because it’s easier. However, the colors are always off, desaturated and bright parts overexposed. I’d like to get the exact result I see in viewport in render view.
I haven’t found a solution in any of already existing threads on this topic. I narrowed it down to being an issue with color managment, but I can’t for the love of me figure out why Viewport render is so different, it should be using the same values, no? I know I don’t have anything hidden or in front of the camera - I checked that twice. I don’t want to mess with the color managment to fit render because when I’m setting up the scene, I need to see it as it should look in real time.
Blend file here: Deleted
I’d appriciate any help with this. Alternatively a simpler method of getting 4k images from viewport?
I’ve been playing around with the blend file but haven’t figured out whats causing the issue yet.
But if you want a better workaround, just position the viewport where you want, then press CTRL+ALT+numpad-0 to position the camera at your view, and then do a normal render with F12
Oh yeah forgot to mention that your world shading settings are messed up. You have use nodes enabled but don’t have any nodes, and the viewport display color is purple.
uncheck use nodes and change the color to white, or fix the nodes by adding a world output node and setting surface to background.
That might actually have something to do with the viewport render issue
It only fixed the purple colors in normal render, however it has other issues. Very sharp contrast and over exposure. I can limit the latter but it leaves artifacts on the planet of form of grey-ish dots.
As for the bloom, my whole setup is actually relying on high bloom to blend sun and thruster textures together. So i don’t think I can tweak that very much
Interesting. The viewport render image function is very nice but i would not bother to much about the differences especially with this kind of epicness you are producing here. In EEVEE and Cycles workflow you also have to render an check the result.
Back to the difference: Consider this: your viewport is “directly” driven by your graphicscard and the drivers… and the render viewport maybe not that directly…
Viewport Render Image does not do any color transform during rendering.
The color is clamped and the overlay is composited on top.
NOTE: This results in incorrect renderings as intensive colors are clamped to 1 to make sure that the overlay can be composited on top of it.
So since I’m using high bloom, the colors get clamped and that results in desaturation? So I need something to either overlay on top and get the correct result or find a way to disable the clamping.
I’ll try downgrading/updating Blender to see if the issue is there as well.
Oh yes, swithing to 2.82 had a major impact. Some objects are not identical, but that should be expected when switching versions. However render viewport image matches viewport now. So I can work in 2.93 and go to 2.82 to render. It’s not a workaround I was hoping for, but much faster than GIMP.