Gamma 2.2 Tip

This is a quick tutorial for how to change Gamma to 2.2. Detailed description of working with Gamma 2.2 can be found at: "Using Gamma 2.2" in Rendering section.

In order to use the gamma 2.2 for 3ds Max + V-Ray, just follow these steps:

1. Change the gamma value, in which V-Ray renderer works. To do this find the drop-down tab "V-Rray: Color mapping" at the "V-Ray" tab in "Render Scene:" (F10) dialog and change the value "Gamma:" from 1.0 to 2.2.

2. Enable V-Ray Frame buffer in order to be able to see the results of gamma changing. A feature of V-Ray renderer is that the color mapping gamma correction works in the Frame buffer only. To do this, set "V-Ray: Frame buffer" checkbox ON at the "V-Ray" tab in "Render Scene:" dialog.

3. Change the gamma value, which 3ds Max will work.

3.1. Adjust gamma of textures at the input of 3ds Max. For the texture gamma correction at the program input you should change the default value of "Input Gamma" from 1.0 to 2.2 in the Customize <=> Preferences ...<=> Gamma and LUT. Do not forget to enable "Enable Gamma / LUT Correction" option to access the gamma settings.

3.2. Set the correct gamma 2.2 display mode in the 3ds Max. To set the correct display of materials in the "Material Editor" and gradients in "Color Selector" you should also use the settings in the "Gamma and LUT" tab. For this the 2.2 value of Gamma in "Display" segment and checkboxes "Affect Color Selectors" and "Affect Material Editor" in a "Materials and Colors" segment must be set.

Gamma 2.2 has become the standard for many 3d professionals working with 3ds Max and V-Ray. We hope that this lesson will help you to correctly configure your workflow in 3d!

The tutorial is written and prepared by:

Anton (RenderStuff)
3d rendering artist at Ren3d with more than eight years of experience in photorealistic 3d rendering. Author of all RenderStuff rendering tutorials and much of the CG images on this site.
Max (RenderStuff)
Professional 3d modeler working at Ren3d, has seven years experience in creation of various 3d objects. Author of 3d models, co-author & theoretical editor of all RenderStuff publications.

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