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Using Gamma 2.2, part 1

tags: tutorials, rendering, advanced


This is a detailed description of the work with Gamma 2.2. If you are only interested in exact instructions of how to use Gamma please look at "Gamma 2.2 Tip" in the Tips'n'Tricks section.

Many artists, especially those who faced the rendering of the interiors noticed that with physically correct formulation of the lights there is an overall dark-fetched result in illumination. That is noticeable in the corners and on the shadow side of objects especially.

Gamma 1.0 Rendering Result

Everyone tried to deal with this issue in different ways. Beginners immediately tried to correct this by simply increasing the brightness of lights.

This approach brings some results increasing the overall illumination. However, it also led to no less unlikely overbrights made by these light sources. This does not alter the situation with unrealistic image. One bug of darkness (in the hard-to-reach for light places) is replaced by another bug of overbrights (near the light sources).

Gamma 1.0 Rendering with Strong Lights Result

Someone used more complex ways to "solve" the problem by adding extra lights, and making them not visible to the camera so dark places were simply illuminated. However, with this way no physical accuracy and realism of the image could not be considered. Along with lighting of the dark places, shadows disappeared and was the impression that the scene objects are flying in the air.

Gamma 1.0 Rendering with Fake Lights Result

All of the above ways of dealing with implausible darkness rather more literate than subtle :)


 

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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