Gamma 2.2 in 3ds Max and V-Ray tutorial

25 Feb, 2009 renderstuff (Staff Author)

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 :)

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.

To change the gamma in which the renderer will work with it's enough to find drop-down tab named "V-Rray: Color mapping" in the "V-Ray" tab on the "Render Scene:" (F10) window, and set the value "Gamma:" to 2.2.

V-Ray Color Mapping Gamma Value

A feature of V-Ray renderer is that the color mapping gamma correction works in the V-Ray Frame buffer only, so if you want to see the results of your manipulation with gamma it is necessary to turn on frame buffer on "V-Ray: Frame buffer" in the "V-Ray" tab.

V-Ray Frame Buffer Enabling

After this the resulting rendered image will be with needed gamma 2.2, with a normal lit midtones. Yet another disadvantage is that the textures which are used in the scene will be lighter and will look discolored and faded.

Gamma 2.0 Rendering with Gamma 1.0 Textures Result

Almost all textures we use have a normal appearance on monitor. That is because of they are already adjusted by the monitor and have a range of 2.2 initially. In order the renderer to configure a gamma 2.2, and to not to set image gamma at 2,2 × 2,2 value, textures must be in the gamma 1.0. Then, after their correction by renderer their gamma will become 2.2.

You can make all textures darker, by setting their gamma from 2.2  to 1.0 in raster editor, counting on further lightening by renderer. However, that approach would be very tedious and will require time and patience to ensure that every texture in the scene are in 1.0 gamma, and secondly it will make impossible the viewing the textures in the normal gamma because they will be shaded at that time.
To avoid this, just force them to adjust the 3ds Max input. Fortunately this 3d editor has enough settings as for the gamma. Gamma settings available from 3ds Max main menu:

Customize <=> Preferences ...<=> Gamma and LUT

The main 3ds Max gamma settings are in the "Gamma and LUT" tab. In particular, we need input texture correction setting named "Input Gamma". We should not delude ourselves that there is a default value of 1.0. This is not the adjustment value, this is an input texture gamma value. By default it is considered that all the textures is composed in a gamma 1.0, but in reality as previously mentioned they are at gamma 2.2. And that what we must specify the 2.2 instead of 1.0 default value.

Don't forget to enable "Enable Gamma / LUT Correction" checkbox to access the gamma settings.

Gamma 2.0 Rendering with Gamma 2.0 Textures Result

Images made with that gamma settings look much better and more correct than those that were obtained by using the settings described a little earlier. They have correct midtones, there are no overbrights near the lights and no artifacts in slightly lit areas. In that way textures will also be saturated and bright.

It seems that's all, but finally we would like to tell about one more thing in the work with gamma. Since the renderer operates in a unusual gamma we got to set 3ds Max display mode to gamma 2.2 for "Material Editor" and "Color Selector" colors to become correct. Otherwise there may be a confusion, as the apparent tuning of materials will be produced in gamma 1.0, but actually inside the program it will be transformed into gamma 2.2.

3ds Max Color Selector

To set the correct display of materials in the "Material Editor", you should 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.

3ds Max Gamma and LUT preference settings

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!

NOTE

For the theoretical correctness the expressions "in gamma" or "at gamma" should be read as "for gamma". So, the expression "image in gamma 2.2" or "image at gamma 2.2" means nothing but "image for presentation by a system with a decoding value of γ equal 2.2".



22 Feb, 2010 Tony
22 Feb, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Great! I use this everyday. Stoppe in the frame buffer enabling, but generally great! Thanks!

24 Mar, 2010 ashrul
24 Mar, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
great! thanks for the tips!
rendering will be more fun after this!!
he..he..

30 Mar, 2010 alludin
30 Mar, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Super lesson is very useful for many times

7 Jun, 2010 Dimon
7 Jun, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Lesson super, not even a textbook lesson soon, where I just did not meet his copy-paste, you guys are just great. Guru!


8 Jun, 2010 San
8 Jun, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Yes ofignny lesson. I have long wanted to Gama 1 slazit but you persuaded I do not regret not drop senks!


20 Jun, 2010 ajith
20 Jun, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Thank you very much...i was searching for this tutorial..ur great man...

20 Jun, 2010 ajith
20 Jun, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
there is any chance to get render elements with this settings?.bec..if frame buffer is on elements will not work..

21 Jun, 2010 RenderStuff (Staff Author)
21 Jun, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
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.

20 Aug, 2010 ruls
20 Aug, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
i tried this way already..and the result of the reder its looks so weired...my object looks like floating...

21 Jun, 2010 RenderStuff (Staff Author)
20 Aug, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
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.

26 Aug, 2010 bora
26 Aug, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
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 ?

21 Jun, 2010 RenderStuff (Staff Author)
26 Aug, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
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.

3 Sep, 2010 aqther
3 Sep, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
whoa!! its amazing.. just the low quality trial renders look so beautiful.. gosh! thanks so much, u rock!!

5 Sep, 2010 Max
5 Sep, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Thank you enlighten🙂


19 Nov, 2010 Adanedhel
19 Nov, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
great mate. really good way of making better images. always had to do lot of differnet things (adding lights, playing with vray camera settings!!!!!, changing brightness of main lights) to get such a nice effect and now i can have it only by changing few things. thx and keep making new tuts :P we need them . cheers

20 Nov, 2010 enot-poloskun
20 Nov, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
very competent and available. Thank you


27 Nov, 2010 Andrey
27 Nov, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Why save when rendering a gamut that did I have it retains its very light ... awfully light


21 Jun, 2010 RenderStuff (Staff Author)
27 Nov, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Andrew, because you do not correctly set the gamma correction. Just follow the lesson and one to one set all checkboxes as on screen. After completing all of the recommendations of the lesson, you are guaranteed to get the correct result. Also make sure that when you save the rendering to a raster format, you can not substitute the gamma value of the stored image, see Gamma Browse Images for Output dialog box.


11 Dec, 2010 Nadezhda
11 Dec, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Thank you so much for life. very useful lessons. all essentially without water, and most importantly with a sensible explanation. live easier 🙂


12 Dec, 2010 Hudruk
12 Dec, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
ordinary camera used in the scene?


21 Jun, 2010 RenderStuff (Staff Author)
12 Dec, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Artistic director, gamma is an independent parameter indicating the degree of tone correction input or output image and has no relation to the camera. Not to be confused with the gamma correction by changing the exposure Shutter speed, f-number, and Film speed (ISO). It is possible to use a camera that is more convenient in a particular situation😉


12 Dec, 2010 Hudruk
12 Dec, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
In some situations, it is better to use one or the other camera?


21 Jun, 2010 RenderStuff (Staff Author)
12 Dec, 2010 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Artistic director, about the situations in which you should use VRayPhysicalCamera, and in which 3ds Max Standard Camera, read the lesson on replacing VRayPhysicalCamera standard , it is just on the topic of your question😉


16 Jan, 2011 Md. Ehsanul Islam
16 Jan, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
this is absolutely amazing tutorial ...

4 Feb, 2011 Rafael
4 Feb, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hi. I've read the tutorial and adjusted my 3ds Max and Vray settings accordingly. But when I rendered, the results were still faded textures, even when I adjusted the Bitmap Input to 2.2.

So I went back to the Vray settings and checked the "Don't affect colors (adaptation only)" setting. And when I rendered the colors are what I wanted, full and lush.

Oddly, when I set the Vray Color mapping back to 1.0 and unchecked the "don't affect colors" option, the results were unchanged.

21 Jun, 2010 RenderStuff (Staff Author)
4 Feb, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hi Rafael,

if it is difficult to follow all the setups in this big tutorial, please look at it's shortened version with exact instructions for gamma 3ds max & vray settings.

Just follow the all instructions there and set all the checkboxes in the exact succession, as the screengrabs show. Also, do not forget that all manipulations with gamma values in V-Ray: Color mapping will be seen in V-Ray Frame Buffer only 😉

To have correct gamma correction, the Don't affect colors (adaptation only) function shouldn't be enabled, more on this subject read at Best Vray settings Color mapping.

10 Feb, 2011 Yelena
10 Feb, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
and I have the opposite with these nastroykamim scene became oversaturated and very bright, which is not ????


21 Jun, 2010 RenderStuff (Staff Author)
11 Feb, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Elena, see question # 435 Andrew . Perhaps the answer to it will help you. See also hint Quick Setup Gamma 2.2 in the Max 3ds , certainly for him will be easier for you to just repeat all the settings and get a great result.


4 Mar, 2011 d252
4 Mar, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
As I understand when working with gamma 2.2 all materials with no textures, will have to appoint vrayColor canal diffuse? settings VrayColor have gamma correction to the drop-down list None, Specify, 3dsmax. tell me that the right to choose? And one more question: In the settings of Gamma and LUT I put value Output Gamma should be equal to 2.2 or 1.0 should be left as in your example?


21 Jun, 2010 RenderStuff (Staff Author)
5 Mar, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
When working with a range of no tricks with parametric color palettes in the editor should not be undertaken materials. Even adjusted gradient allows without any problems customize any desired color on the material. Working in a linear and in a different setting will only complicate the configuration process. Lesson describes the exact configuration workflow with a gamma of 2.2, for a nominally correct operation, no adjustment should be made not by yourself. Input Gamma - this parameter is not literally correct incoming textures. He points to the renderer, which is part of the gamma texture. As described in the article, all the textures that you see on the screen in normal brightness (not dark), and have already adjusted the gamma 2.2. That is what should be reported renderer to produce correct results. Output Gamma - setting, literally pointing to the renderer, whether correct the final image should be when it is saved. The value of this parameter equal to one means that no correction will be performed. That is, you need to keep the final render as he is. This is different from the unit, making the correction in the gamma correction of the final rendering, while maintaining. When the right workflow, you should not make any correction. In this case it is already introduced at the rendering stage. In fact, as the whole theory of the gamma correction, it seems a bit confusing, but if you vniknesh, make sure you understand everything😉


27 Apr, 2011 Boris
27 Apr, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Good morning, please tell me how to set up 3d max work time rendering 30-40 minutes away where there is a "bucket" how to configure it? Thank you.


21 Jun, 2010 RenderStuff (Staff Author)
27 Apr, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
We understand that your question goes beyond the lesson on setting up a gamma of 2.2. You should find a more suitable topic CG discussions . For example, to create a new topic in the section of questions on 3ds Max. Just be kind, set out in more detail the subject matter and the problems that you need to solve. In particular, do not use any of the terms just outlined in your own words that you do not get, and what exactly you want to achieve.


27 Apr, 2011 mOPs
27 Apr, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
😁 correct placement of punctuation marks can not only help correctly interpret the question, but in some cases radically change the nature of the proposal. For example, as in the old fairy tale "Eats, Blogs" So guys, respect yourself and read your questions 🙂 Please take a moment of time and re-read what you have written before pressing the buttons "add" 🙂 Sorry for offtopic, I mania on these things, I can not put "my 5 cents" when such a notice ...


26 Jun, 2011 denny
26 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hey. I want to ask, is it normal when the final image is necessary to keep the range of 2.2 prescribing? At default settings it leaves too dark.


21 Jun, 2010 RenderStuff (Staff Author)
26 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Of course not. Carefully read the whole lesson and repeat all the settings one-to-one. You can even check with the gamma settings 2.2 in the Max 3ds . They collected all screenshots with the correct settings. If you repeat everything exactly as described in these lessons, 3ds Max will remain exactly the same image that you see on a display in a frame buffer. The same, read the comments on these lessons. There we have already discussed in detail a similar situation😉


26 Jun, 2011 denny
27 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Yes gamma setting of 2.2 I have long standing, and this did not exist before. The very surprised, but if Save Image not to scale in the Override check and register 2.2 - it is preserved dark ... maybe the SP4A to VRay?


21 Jun, 2010 RenderStuff (Staff Author)
27 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Shows all the settings. Spread skninshoty settings. In particular, all the windows and scrolls trough described in the lesson about the gamma of 2.2. Then we can say for sure is the rub😉


26 Jun, 2011 denny
27 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
and how to upload images here ?!


21 Jun, 2010 RenderStuff (Staff Author)
27 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial

26 Jun, 2011 denny
28 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
greeting. Here's how it looks: if it is to keep the default. this is a normal image, but with the Manual prescribed range. This setting is not shown at all - by default.


21 Jun, 2010 RenderStuff (Staff Author)
28 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Prezaley settings, for example, here: http://piccy.info/. The fact that you are now filled with a resize to 600 pixels ... it is not readable. Just out with ALL THREE srinshota are responsible for the range. Other settings are not necessary. Here is a closer look this lesson: http://renderstuff.com/gamma-2-setup-3dsmax-vray-tutorial-45/, there are screenshots only necessary adjustments, that meet and influence the range. Other parameters of the renderer is not necessary. They do not affect the value of gamma. Pay attention 😉


26 Jun, 2011 denny
28 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Settings screens:


21 Jun, 2010 RenderStuff (Staff Author)
29 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Now all you put right. You should now save as expected😉 If not, the last thing you should check is in what format you save and what options you set when you save. Nominally, the right to maintain a raster 16 or 8-bit format. For example, in given a 16 bit png. If this does not adjusting it while storing and preserving as is. But this is hardly necessary, because if you are now rendered with these default settings will not go back. Yes, and a check mark "Linear workflow", about which you asked in the lesson about the optimal settings-Ray the V , you also do not need. You can disable it.


26 Jun, 2011 denny
29 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
these settings I have the original🙂🙂 for the first rendering, with a long time🙂🙂. And about the save format is you surely noticed, in HDRI all without any problems, you need to manually put gamut while maintaining to JPEG. Maybe it's the iron?


21 Jun, 2010 RenderStuff (Staff Author)
29 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hardly in the gland. Yes, of course HDRI. There you you adjust itself, as needed. Very strange, you have all the settings correct. Everything must be maintained as it should be. But if so, then there is another option. Then force the 3ds Max retain gamma correction. For this purpose, Gamma and LUT, in the Bitmap section, replace the value of Output Gamma. Now you have is 1.0, and you replace it with 2.2. Then, by default max will do gamma correction while maintaining the raster files. Essentially the same thing as you do, enter the value manually, when saved in jpg. It's certainly not a way to rational, but still way out 🙂 Although we would not greatly upset this "bug". We always maintain a nominally renders in .hdr format😁


26 Jun, 2011 denny
29 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
may be because of the iron, because monitor gamma of 1.7; range video card generally 1.0; and 2.2 in max. Another question on the scale, I read somewhere that in difuz.svoystvah material, if only the color you need to put it through ColorCorrect card and that it put color and prescribe the appropriate range (in this case 2.2), in addition to pure colors ( 255; 255; 2555-255, 0, 0-, etc.). Do I need it or a waste of time?


21 Jun, 2010 RenderStuff (Staff Author)
30 Jun, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
5 years ago, a gamma correction in 3d there was no question, and all worked without it. Here 3d artists accustomed to working without gamma correction, are used to working with a linear gradient in which a white to black gradient gray distributed completely linear. With gamma correction, gray gradient linearity moves (this is the essence of the gamma correction). Different Gammas Gradient Representation In particular, when the gamma 2.2, gradient gray strongly shifted towards black. The result is that the gradient in bright colors, detailed and smooth, and in the dark - sharp. So accustomed to the linear gradient Wieser came into confusion. How can "smoothly" to choose the exact color in a dark environment, if it is strongly narrowed? Therefore, they are by habit began to invent different ways to "exact" color settings in the dark band that, as it seemed to them to return the precision and flexibility of the color settings. The essence of this method is that the 2%0s using a color sample ColorCorrect plug-in, set the "exact" color and then adjust it in the same place, under the required value range. But 3d render beauty and photorealism pictures, this is only an illusion graphics and everything that is done in 3d visualization is done by eye. There is absolutely no need for the exact color you specify. Not only accurate in relation to what? Therefore, the "waste of time" is an understatement for this approach. A little different situation when it comes to converting material configured without gamma correction, in a scene from the gamma correction. There is a certain sense to take color samples configured in a linear gradient and convert to the gamma value of the current scene. But in practice it is more convenient and faster again slider pull eye color, rather than a substitute for the color sample by putting a plug into it. And here again we return to the tick "Linear workflow" 🙂 So yese no bother with this method. Do everything in the workspace in which you work with the current scene.


5 Jul, 2011 Andrey
5 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Thank you for the lesson . Explain please: 1. referring to the scheme which is the usual gamut of picture, given that the color of the photographed her laminate identical to the real color of the laminate to sell in the store. 2.
The problem lies in the dark renders unequal gamma values ​​of the image in the monitor and on which its browsing.
and if the print image is counted in the range of 1.0 3Dmax on paper what a gamma work, the exact same as in the photo that we introduced in max? if yes then it turns out that changing the range from 1.0 to 2.2 for a correct image on the monitor, "which is not ideal," we will get when you print the image does not correspond to the original photos? explain please =)


5 Jul, 2011 Andrey
5 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
And if you can here is the question: RAM Plaer window does not respond to changes in scale !!! ie render with a light floor casting in RAM Plaer it displays it as a light, then the range of changing the render - rendering dark floor turns into RAM Plaer to another channel and then again throw light both on the last picture ... It RAM Plaer not configured or glitch Max?


21 Jun, 2010 RenderStuff (Staff Author)
6 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Andrew, which would not have been correct in the video signal transmission chain, the result must always correspond to photographs, and it corresponds to the original image. It is impossible to talk about the gamma correction, taking into account only the original result. "Gamma" exists only inside the chain. This applies both to print the photographed images and generated by renderer. Printing equipment / software, of course, allows for gamma correction, initially applied to all graphic formats in one form or another, and at one stage corrects your work, allowing you to output the correct gradient. Thus, the monitor image to be printed match in terms of the linearity gradient. Regarding the RAM Player, then, unfortunately, the results of changes in the gamma correction value in V-Ray, right displayed only in V-Ray Frame Buffer. RAM Player is a tool originally built in 3ds Max and of course based on a built-in frame buffer maksovskom that with V-Ray does not work properly 🙄


26 Jun, 2011 denny
6 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
greeting. not just seen that when installing scales in the Customize-Preference Settings- Bitmap Files Output Gamma value of 2.2 is also put ... this is an error, or some other approach?


21 Jun, 2010 RenderStuff (Staff Author)
6 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hello! If the question is whether there are unusual situations when it is necessary to carry out gamma correction while maintaining the image, already computed with gamma correction, we have just considered such a situation. Your situation 🙂 If the question is how to correctly adjust the nominal range with V-Ray and 3ds Max, that is true exactly as described in this lesson.


5 Jul, 2011 Andrey
29 Jul, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
OK ! Thank you for the clarification! =)


14 Nov, 2011 Martin
14 Nov, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hi, great tutorial! Explained exactly what needed and easy to follow! Many thanks!

14 Dec, 2011 Igoryan
14 Dec, 2011 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Guys thank you for the lesson of the past, a couple of times tried rendernut a couple of pictures with a range of 2.2, the result is not like (very Exposed visas have turned out.) I threw this thing came back to the old settings with which my grandfather still render with range of 1.0😁 And it turned out I I am not configured correctly Now all class all the best to you 🙂


17 May, 2012 Brad Aliff
17 May, 2012 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Just great!
Thanks for the tips!


Brad Aliff

27 Oct, 2013 swaoamit
27 Oct, 2013 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
Hi,
Very good article and excellent website.
The question - If anyone obsessed for particular color/RGB value to use, how can we approach for it? i.e. R250, G90, B20 in Gamma 1.0 so what will be in Gamma 2.2 ?
I read somewhere, that we can use VRayColor Map for it, is it right?

Thanks !

27 Dec, 2013 wonder
27 Dec, 2013 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
how about 3dsmax 2014, do i need to set gamma 2.2 for input&output or leave it so confuse! :|

27 Dec, 2013 Maks (Staff Author)
27 Dec, 2013 # Re: Gamma 2.2 in 3ds Max and V-Ray tutorial
For manual conversion of the material tuned for Gamma 1.0 workflow to the Gamma 2.2 workflow one needs to apply reverse gamma correction by using ColorCorrect, which was popular in the previous 3ds Max versions. It has exact setting named Gamma. But if you making new materials, they will be exactly as you set them.

Talking about 3ds max 2014, it is better to use the workflow (= gamma settings) proposed by default without any corrections. It is more correct from the theoretical point of view. For those who prefers the old-school gamma approach, there is a way by using little script: http://www.cg-blog.com/index.php/2013/06/08/gamma10-max2014.htm


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