I was rendering with cycles in Blender 2.8 when I discovered the rendered image looked un-pleasing. As you can see below it has unattractive blothing in the, especially in the skin shadows. I kept trying to turn up the samples, which only helped a little. I realized I was exporting as OpenEXR-multiLayer with 32bit color depth. Below is this image, rendered at 256 samples. (I down-converted it to a 16bit png for the forums.) OpenEXR 32bit

I then decided to see what a 16bit png render would look like. Shown below. Same number of samples. enter image description here The skin tone looks less red and more like a skin tone in the 16bit image. How does 32 bit image rendering supposed t work in cycles? It looks like it adds saturation to the rendered image like a bad Photoshop job. Do I need to produce my materials on an HDR screen? Do I need to change a value to tell blender to render 32 bits instead of rendering 16 bits and then saving it as 32 bits?

  • $\begingroup$ What is missing in the equation is the proper color transform (set in the Color Management section). EXR will store your images in a linear format in 32bit float precision. Think of it like a faithful copy of the render layer. You can bring those EXRs into blender as images, set the color management to Filmic and play with the settings on the "Look" section. Read: blender.stackexchange.com/questions/46825/… $\endgroup$ – cegaton Mar 27 at 2:42

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