0
$\begingroup$

I am using real-time compositing but the final render is not showing like viewport.

This is the final render:

enter image description here

This is the viewport render:

enter image description here

Compositor setup:

enter image description here

Render Pass: Combined

Compositor enabled in post-processing and set to Always and Camera in Options.

I am rendering in cycles using GPU compute.

$\endgroup$
8
  • 1
    $\begingroup$ Please do not rely on external sources, you can edit pictures directly into your question. And please make the screenshot of the nodetree large enough so that the nodes are legible. It would also be interesting if you are rendering in Eevee or Cycles. $\endgroup$ Commented Oct 25, 2023 at 5:57
  • $\begingroup$ Hey Gordon , I tried dropping the render and the screenshot directly but it says the size is too big . I will update the node-tree shot as well , thank you $\endgroup$
    – Tune
    Commented Oct 25, 2023 at 6:01
  • $\begingroup$ To see the different outcome it is not necessary to have a full resolution PNG, a JPG would have a smaller size and maybe you could even make the image itself smaller. You could enable Backdrop in the Compositor and use a Viewer node, usually this should show what the outcome will look like - as far as I know the viewport compositing is still in the works and not everything and every node works exactly like in post compositing. $\endgroup$ Commented Oct 25, 2023 at 6:04
  • $\begingroup$ I thought some details will be lost during converting , but i m uploading another format for simplicity , btw i am rendering in cycles using gpu compute $\endgroup$
    – Tune
    Commented Oct 25, 2023 at 6:10
  • $\begingroup$ Some details maybe, but at first glance I would say the glare effect is massivley different, so no need to worry about details... stupid question: "set to Always and Camera in Options" - I can only choose one, not both at the same time. Which one is it? $\endgroup$ Commented Oct 25, 2023 at 6:12

2 Answers 2

2
$\begingroup$

Glare node in Fog Glow mode has size property that controls the glare size in pixels. It looks stronger when the resolution of the image is smaller, because there are reletively more pixels affected by it than when the resolution is higher. Increase the glare size according to the full resolution image.

$\endgroup$
3
  • $\begingroup$ If I see it correctly in that small nodetree image, there is also a Lens Distortion node before the Glare node. The effect varies with image pixels, too. $\endgroup$ Commented Oct 25, 2023 at 6:24
  • $\begingroup$ Hey Martynas , sorry for the small node tree image .Thank you for your response . I just noticed that the size is in pixels , but the maximum size in the node is 9 , how can i match 9 px of the node to the 1920 by 1080 px of the image ? and yes it's a lense distortion node in there $\endgroup$
    – Tune
    Commented Oct 25, 2023 at 6:35
  • 1
    $\begingroup$ @Tune Oh, since a new question is directed to this older question I forgot to say back then: there is a slight misunderstanding, the Size property does not control the glare size in pixels. It controls the scale of the glare relative to the size of the bright pixels. So it is depending on the pixel size of the emissive elements, but it is not setting the size of the glare in pixels. $\endgroup$ Commented Nov 30, 2023 at 14:48
1
$\begingroup$

In the documentation , the glare node has this comment :

Viewport compositing results will vary from CPU compositing due to different algorithms.

So i think it's the reason

$\endgroup$
1
  • $\begingroup$ Correct, this is documented. Both compositor backends don't produce exactly the same result. That should be consolidated in next Blender versions. $\endgroup$
    – Hadriscus
    Commented Oct 25, 2023 at 9:39

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .