I'm experiencing heavy banding with a particular texture. Please take a look at attached screenshot, it shows a plane with surfaceShader (no lighting).
-left: a texture as seen in XnView (png file),
-center: renderview with Arnold rendering (banding artifacts) and
- right: 3delight render (correct rendering for comparision).
Other facts:
- rendering arnold to mayaRenderView or arnoldView gives banding
- rendering arnold to EXR gives banding
- rendering with 3delight to mayaRenderView gives banding (same as arnold)
- rendering with 3delight to EXR or 3delightDisplay gives correct result
I have colormanagement enabled with setting shown on screenshot.
It seems bading goes away if I disable colormanagement but this is not a solution.
Can anyone recommend any steps with this problem?
thanks !bading.pngcm-settings.pngtest-texture.png
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What colorspace is your texture set to in maya? It should be set to sRGB.
It is set to sRGB. I also tried with manually converting to .tx with proper colorspace settings. I get the same results
Converting the texture to 16 bit will most likely solve the issue, I'm curious why this is necessary though, since the banding isn't visible in the base texture.
I tried converting it to 32bit exr, in photoshop. Nothing..
I believe it has smth to do with maya color space handling.
OK, COnverting to 16bit tiff, in photoshop workarounds the issue.
However something seems to be wrong with maya.
Problem can be solved manually converting to .tx with a "-d float" option.
Default seems to be 8bit, hence quantization noise.
you can disable auto-tx generation globally: https://support.solidangle.com/x/EAxkAg Only wise to do this if you are managaging the conversion and use of the tx files yourself
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