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Using Gamma 2.2, part 2

tags: tutorials, rendering, advanced


The heart of the problem of dark renders is in that the image and monitor gamma values are different.

Gamma is the degree of nonlinearity of the color gradient from dark to bright values. In mathematical point of view the linear gamma value is 1.0 and this is why software such as Max, V-Ray by default performs calculations in the gamma 1.0. But the gamma 1.0 value is consistent only with the «perfect» monitor, which has a linear dependence of the display from white to black. Because there is no such monitors, the actual gamma of devices is nonlinear.

The gamma value for the video standard NTSC is 2.2. For computer displays the gamma value is typically between 1.5 and 2.0. But for convenience the nonlinearity of the color gradient on all screens is considered as 2.2.

When the monitor with gamma 2.2 shows an image with a gamma 1.0 we get dark gamma 1.0 colors instead of needed gamma 2.2 bright ones. So the middle-range colors (Zone 2) become dark when viewing the gamma 1.0 image with the gamma 2.2 output device. However, in range of dark tones (Zone 1), gamma 1.0 and 2.2 representation is quite similar, what lets to display the shadows and black colors properly.

Different Gammas Gradient Representation

In the areas of light tones (Zone 3) there also are the great similarities. Therefore, bright gamma 1.0 image is also quite correctly displayed on the gamma 2.2 monitor.

And so, in order to get at the appropriate output in Gamma 2.2 the source image gamma should be modified. Surely this can be done in Photoshop, simply by adjusting gamma there. But each time to change the image settings, saving them to your hard disk, and editing in raster editor can hardly be called convenient. Because of that we will not consider this option, and in addition this method provides an even more significant deficiencies. Modern renderers, such as V-Ray, calculate the image adaptively, so the calculation accuracy depends on many parameters, including the light brightness in the area. Therefore, in the shadow areas image is calculated less accurately and become noisy. And in the bright and visible areas the calculation passes with more accuracy and with minimal artifacts. This allows faster renders due to the saving time on a slightly visible areas. By raising the output image gamma in Photoshop you change the brightness of those parts, which renderer considered as a less significant and reduced the quality of a calculation. Thus, all unwanted artifacts become prominent, and the picture will look awful, but more bright than before :) In addition the gamma of textures also will change and they will look pale and discolored.

The only correct way out of this situation is the changing the gamma value in which the renderer is working. That way you will get an acceptable brightness in the midtones and there will no obvious artifacts, as when changing gamma in raster editor.

We will show you how this is done in V-Ray renderer and 3ds Max.


 

Tony

2010-02-22 15:18:00

 
Great! I use this everyday. Stoppe in the frame buffer enabling, but generally great! Thanks!

ashrul

2010-03-24 22:19:11

 
great! thanks for the tips!
rendering will be more fun after this!!
he..he..

alludin

2010-03-30 06:42:11

 
Super lesson is very useful for many times

ajith

2010-06-21 00:34:20

 
Thank you very much...i was searching for this tutorial..ur great man...

ajith

2010-06-21 00:39:22

 
there is any chance to get render elements with this settings?.bec..if frame buffer is on elements will not work..

RenderStuff

2010-06-21 22:45:53

 
Hi ajith,

The 3ds max duplicates the render elements to separate windows as rendering process ends when you render to a standard Frame Buffer.

But, when you render using V-Ray Frame Buffer, all chosen elements already are in the V-Ray Frame Buffer single window. They are available by the selecting in a drop-down list in the left upper corner. The RGB color is the default option. Just pick the needed render element from that list and save it just like you do it with the RGB color rendering by clicking floppy disc icon.

ruls

2010-08-20 22:47:20

 
i tried this way already..and the result of the reder its looks so weired...my object looks like floating...

RenderStuff

2010-08-21 03:42:14

 
Hi ruls, the so called flying chairs effect is a result of an insufficient contrast of the shadows or too lightened shadows. It shows up mostly in well lit areas with small details that must cast shadows. Usually this flying effect arises because of the excessive brightness of an ambient lighting or, if you use V-Ray renderer, because of low quality setup of an Irradiance Map. To get rid off this shadowless effect, you need to lower the brightness of a filling/ additional lights and rise the setups of a secondary illumination, increasing the GI maps quality. Also, this like effect can appear if you have a incorrectly set gamma value of the input texture. For example, if the 3ds Max and V-Rays gamma value is 1.0 when the gamma of the input bitmaps gamma set as 2.2. Make sure that those gamma values both are identical. For this check if you setups of the gamma values correspond the ones in the final part of this tutorial.

bora

2010-08-26 12:31:00

 
i used to input 2.2 for the output gamma option aswell and everything was very bright and faded. now it is correct as i inut gamma 1.0 for the "output gamma" however , i think i still have a problem about texture baking as it ignores my settings thus over gamma-ing the autosaved image(the lightmap for example).to overcome this, i have to manually save the image by pressing the "floppy" icon in 3dsmax.

so atlast a real question to you:
as for the 3dsmax 2009 versions and above, is it still a good idea to use color correct plugin's gamma adjustment for defining the texture's gamma to 2.2 ?

RenderStuff

2010-08-27 05:26:29

 
Hi bora, there are known bugs in the autosaved rendering to texture images. Using manual saving is a preferred way.

We believe that using color correct plugin for local changing of a textures gamma value is a bad idea at all. This is a complex way and it is better to globally change the overall input gamma in the Gamma and LUT tab of the 3ds Max preferences.
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