This is the image directly from the framebuffer, clamped to the sRGB gamut. My RGB values coming from each of these materials have less than a 1% deviance at this point. The image can be tweaked in post from here to look less flat, but then I will lose the color accuracy. I feel that we have hit a good balance with these settings to give a somewhat realistic look that does not compromise color integrity through the process. These are settings we have used for 6+ months now with the same results.
We have a "studio" max file set up that has 2 physical cameras(one for quasi-ortho renders, the other for perspective, both with the same absurd exposure settings) and 2 vray suns(at opposing angles to the front view, and likewise with some absurd settings) and a vray sky. The quasi-ortho camera and the suns are rigged to a 4 frame animation in which they rotate 90 degrees at each frame. We also have a render preset saved that we load when we are ready to render. Our material library draws it's colors from psd files saved as swatches. This is so that any past project that is re-opened will have the latest matched colors applied automatically.
I feel that this process would not be possible without the changes that were initiated by setting up for LWF because of the default curve issue which the LWF settings address. In the previous scenario, we could get one range of RGB values consistent, but other ranges would be way off. Draw your own conclusion, but I feel that there is enough logic behind LWF that it really cannot be denied.
EDIT: Feel free to use this thread to post more examples of LWF and non LWF renders for comparison.
We have a "studio" max file set up that has 2 physical cameras(one for quasi-ortho renders, the other for perspective, both with the same absurd exposure settings) and 2 vray suns(at opposing angles to the front view, and likewise with some absurd settings) and a vray sky. The quasi-ortho camera and the suns are rigged to a 4 frame animation in which they rotate 90 degrees at each frame. We also have a render preset saved that we load when we are ready to render. Our material library draws it's colors from psd files saved as swatches. This is so that any past project that is re-opened will have the latest matched colors applied automatically.
I feel that this process would not be possible without the changes that were initiated by setting up for LWF because of the default curve issue which the LWF settings address. In the previous scenario, we could get one range of RGB values consistent, but other ranges would be way off. Draw your own conclusion, but I feel that there is enough logic behind LWF that it really cannot be denied.
EDIT: Feel free to use this thread to post more examples of LWF and non LWF renders for comparison.
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