CAMERA TAG/CAMERA IMAGER
The best way to describe this feature is actually Octane's mini-compositing Tool. With the help of these tool you can improve your picture quite nicely. Think of yourself as a Director of Photography again. As you can play with many settings on your camera, you can also control your picture with exposure and gamma adjustment; play with saturation, use prepared movie logs, create vignettes or make white adjustments. From here you can manage the beauty of your final picture like a Director of Photography. It is a very useful tool and once you are used to it you will never give it up again. For example, when you make a bloom setting for your picture in the Post section, you can be sure that any compositing software will not be able to reach its quality.
This is where you'll express your artistry, your creative side. And the best thing about it is that you don't need render time for the effects here. You can apply and see it immediately.
Let's explain the options here.
enable camera imager
Used to enable or disable the camera imager.
Controls the exposure of the scene. Smaller values will create a dark scene while higher values will brighten the scene. Exposure has no effect on any of the render layer passes.
This reduces burned out highlights by compressing them and reducing their contrast. If some scenes have more exposure, this option can compensate for excessive brightness.
This defines the order in which the Response curve, the Gamma and the Custom LUT is applied on the scene. Typically, 3D LUTs are defined for sRGB input values, i.e. you usually want to apply the custom LUT last, but there might also be 3D look-up tables for linear input data in which case you might want to apply the custom LUT first.
Measured camera response curves can be selected from here. You can take advantage of a number of response options for the render output and see them instantly in the Live Viewer. In fact, you "may" not even need to use the 3rd party compositing tool. Octane also has response curves that reproduces the rendering neutrally on a normal display. The “sRGB", "Gamma 2.2" and "Gamma 1.8" are applicable for most displays that either use sRGB or simply apply a gamma of 2.2 or 1.8. To see examples of response curves, go to this link. There is always an option available to you based on the quality of your Render output.
If enabled, the camera response curve doesn't tint the render result anymore. But the dark and bright balance of the response curve does not change. Only the tint color will be cancelled if you make it active.
This adjusts the gamma of the render and controls the overall brightness of an image. Images which are not properly corrected can look either bleached out, or too dark. Varying the amount of gamma correction changes not only the brightness, but also the ratios of red to green to blue.
This allows you to specify any standard or user-defined 3D Lookup Table (.cube file) for Octane to map one color space to another. If this attribute is set, the custom LUT is applied in the order specified through the Order attribute. You can create and use Custom Lut or find them on the web. To get started, go to this site and download the free LUTs. After downloading, Choose the LUT file you want from the File section, you can play with the Strength or change the ordering from the Order section. This is all about how you want a "Grading" and a Final Look.
Specifies the color used to adjust the tint to produce and simulate the relative temperature cast throughout the image by different light sources. The white point is white by default, acting as a white balance which helps achieve the most accurate colors possible.
Adjusting this parameter increases the amount of darkening in the corners of the render. Used sparingly, it can greatly increase the realism of the render.
Adjusts the amount of color saturation of the render.
Hot Pixel Removal
The Hot Pixel Removal slider is used to remove the bright pixels (fireflies) during the rendering process. While many of the pixels can disappear if the render is allowed to progress, the Hot Pixel Removal feature allows the bright pixels to be removed at a much lower Sample per Pixel. Try not to lower the value too much when using this option because your render may look strange and reduce the quality. Being able to take precautions and optimize on the basis of light and material will be the most sensible solution to avoid hot pixels. You can also get rid of the hot pixel trouble by lowering the "GI Clamp" value (eg 1 or 2) by going to the kernel settings from the octane render settings.
Checking the Pre-multiplied Alpha button multiplies any transparency value of the output pixel by the pixels color.
Disable Partial Alpha
Option to make pixels that are partially transparent (alpha > 0) fully opaque.
Adds random noise which removes banding in very clean images.
Saturate To White
When the sun is too bright , it can create multicolored reflections. Increasing this value will change the colors to white. This is also applicable to all sources of light. Fully saturated parts of the render can be pushed towards pure white with this option. This helps avoid large patches of fully saturated colors caused by over-bright light sources such as very bright colored emitters or reflected sunlight off colored surfaces.
Minimum Display Samples
This is minimum amount of samples that is calculated before the image is displayed. This feature can significantly reduce the noise when navigating and is useful for real-time walkthroughs. When using multiple GPUs, it’s recommended to set this value as a multiple of the number of available GPUs for rendering, e.g. if you’re rendering with 4 GPUs, set this value at 4 or 8.
Maximum Tonemap Interval
Maximum interval between tonemaps in seconds