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flipside Apartment Scene Revisited

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  • flipside Apartment Scene Revisited

    Dear Group,

    Here is a render of the flipside apartment scene (http://www.chaosgroup.com/forum/phpB...er=asc&start=0). Everything is the same except for lighting and the floor material. For lighting, I replaced all of the existing lights with a Vray domelight + hdri. c&c welcome.


  • #2
    Looks x2-exposed. Is this LWF ?

    Best regards,
    nikki Candelero
    .:: FREE Your MINDs, LIVE Your IDEAS ::.

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    • #3
      Originally posted by Candelero
      Looks x2-exposed. Is this LWF ?

      Best regards,
      nikki Candelero
      yes it is. btw, what's x2-exposed?

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      • #4
        2 times as bright i assume :P

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        • #5
          Originally posted by marcdevon
          Originally posted by Candelero
          Looks x2-exposed. Is this LWF ?

          Best regards,
          nikki Candelero
          yes it is. btw, what's x2-exposed?
          I meant it looked like double-gamma corrected, x2 ( Gamma 2.2 ), so everything looks too grayish...

          Best regards,
          nikki Candelero
          .:: FREE Your MINDs, LIVE Your IDEAS ::.

          Comment


          • #6
            Originally posted by Candelero
            Originally posted by marcdevon
            Originally posted by Candelero
            Looks x2-exposed. Is this LWF ?

            Best regards,
            nikki Candelero
            yes it is. btw, what's x2-exposed?
            I meant it looked like double-gamma corrected, x2 ( Gamma 2.2 ), so everything looks too grayish...

            Best regards,
            nikki Candelero

            Thanks for your input. The image was created using LWF in that I specified that the gamma correction feature in VIZ be turned on with an input and output gamma for the image maps to be set to 2.2. In addition, I color corrected the solid colors using the ColorCorrect plug-in with the gamma set to 2.2. Lastly, the color mapping mode that I used is HSV exponential. The following render I used LWF except I set the texture output gamma to 1.0. In the gamma correction color mapping mode, I set the inverse gamma to 0.454 and the gamma to 2.2. Here is the result:



            It is my understanding that this is the more proper technique for rendering. Just out of curiosity, do you believe that you would perceive this rendering as being grayed out if you had no other rendering to compare it to? Compared to other rendering that do not employ the LWF technique, LWF renderings have a tendency to have less saturation and contrast. I have debated whether additional saturation and contrast would come at the expense of realism. In my observations, colors in the real world aren't very saturation. In fact, many times when I see renderings the first thing that gives it away as not being real is excess saturation in the colors. In addition, in my visual observations I have noticed that scenes don't have a lot of perceived contrast in illumination. There is some contrast but rarely have I seen what appears to be dark, dark shadows in bright day lit interior or exterior scene. This is just my observations so please take it with a grain of salt. Once again, thanks for your input.


            Marc

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            • #7
              Just needs Daforces S-Curve
              Eric Boer
              Dev

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              • #8
                it might be different for you, but in my vision there is heaps more contrast than in your render... same counts for photos, most will have shades close to proper black and white somewhere in them...especially when it's interiors with sun shining in...
                Stefanie

                https://renderkitchen.com/

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