Octane Camera Imager
This node has the gamma, tone mapping and other settings to process the rendered image.

Parameters
There is option inside this node that allows picking the current white point from inside the IPR window while it is rendering.
This node also has a set of parameters to set a custom Gamma and Response for the IPR window, if the user doesn't want to use the same parameters for the IPR and for the final rendering.

Parameters (Input)
- Exposure Controls
Exposure: 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.
Gamma: 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.
Order: 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.
Response: 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.
Neutral Response (Toggle): 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 canceled if you make it active.
Highlight Compression: This reduces burnt-out highlights by compressing them and reducing their contrast. If some scenes have more exposure, this option can compensate for excessive brightness.
- Vignetting/Saturation
Vignetting: 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.
Saturation: Adjusts the amount of color saturation of the render.
Hot Pixel Removal: The Hot Pixel Removal slider is used to remove over-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 over-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 image quality. Hot pixels can also be minimized by lowering the "GI Clamp" value (e.g., 1 or 2) by going to the kernel settings from the octane render settings.
Disable Partial Alpha (Toggle): Option to make pixels that are partially transparent (alpha > 0) fully opaque.
Min. Display Samples: This is minimum number 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.
Dithering (Toggle): Adds random noise which removes banding in very clean images.
- White Balance
White Saturation: 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.
White Balance: 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.
- White Balance (IPR)
Pick White Balance in IPR Window: Allows yuou to choose a white balance point from the IPR Window.
IPR Custom Gamma (Toggle): Allows a custom gamma setting for the IPR.
IPR Gamma: Value for gamma for the IPR (with IPR Custom Gamma enabled).
IPR Response: Custom Response for the IPR Response Curve.
- Tone Mapping
Tonemap Interval: Maximum interval between tone maps in seconds.
- Denoising
Enable Denoising (Toggle): Turns thew Spectral Denoiser On/Off.
Enable Volume Denoising (Toggle): Turns on/off Denoising for Volumes.
Denoise on Completion (Toggle): If Enabled, beauty passes are denoised once at the end of a render. Disable this option if you're rendering with an interactive region.
Min Denoiser Samples: The minimum number of samples per pixel until the denoiser kicks in. This is only valid when Denoise On Completion is disabled.
Max Denoise Samples: Maximum interval between denoiser runs in seconds. This is only valid when Denoise On Completion is disabled. The Denoiser Interval tells the denoiser to run when OctaneRender® reaches this value. It is used for Interactive Render Region, which renders up to 1 million or until stopped. For this reason, OctaneRender® provides the option to denoise periodically.
Denoise Blend: A value between 0.f - 1.f blends the original image into the denoiser output. 0.f results in a fully-denoised image, and 1.f results in an unaltered image. Intermediate values produce a blend of the denoised image and the original image.
- Upsampling
Upsampling Mode: Selects the upsampler mode for rendering. The image renders at a lower resolution divided by the sampling mode, then it upscales to the final resolution.
Enable AI Upsampling (Toggle): When you have an Upsampler Mode selection made and you have this option enabled, the render scales using AI upsampling. Otherwise, scaling is done using traditional methods.
Upsample on Completion (Toggle): Beauty passes upsample once at the end of a render.
Minimum Upsampler samples: The minimum number of samples per pixel until the upsampler activates. This parameter doesn't apply if you select No Upsampling in Upsampler Mode.