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.
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).

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.

All of the above ways of dealing with implausible darkness rather more literate than subtle :)
ashrul
rendering will be more fun after this!!
he..he..
alludin
ajith
ajith
RenderStuff
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
RenderStuff
bora
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
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.
Subscribe for comments
Leave a comment:
By using contents of this site, you agree with these terms:
PRIVATE USE
You can freely use content in your own private projects and scenes. Working with the materials from the site you can modify them at your own discretion.SELL
You can NOT sell the content in modified or not modified form, as a standalone product or in the composition of the collections unless otherwise specified.COMMERCIAL USE
You can freely use content of the site for the creation of commercial products in any form, as long as your product is not actually a 3D scene. If your product is a 3D scene, you can use the RenderStuff content, only assuming that the models in your scenes, their exact names, the names of textures and materials will not be changed.REPUBLISH
You can post materials from this site only if there will be a direct visible link to renderstuff.com as the author. Also you may not change files themselves or their names in downloadable archives (*.zip).Any trademarks or logos are property of their respective owners, and are used for identification purposes only.



Tony
2010-02-22 15:18:00