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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 :)



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