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I could be wrong but it seems to me that the settings would be the same no matter which renderer you use. I thought LWF was more about how you set up Max to display colors...
Prefs > Gamma/LUT
2.2 gamma,
2.2 input for bitmaps
affect color picker
affect material editor
I leave all the color mapping to default linear, unclamped etc. and render to exr.
Now I know some methods are built to support your existing, non-linear materials with the 0.254 method or the gamma correction color mapping... but I am not familiar with those. I prefer to create new materials from scratch that work with the LWF method above.
I could be wrong but it seems to me that the settings would be the same no matter which renderer you use. I thought LWF was more about how you set up Max to display colors...
As it is a 'Workflow' not a renderer feature, the whole thing
is/should be, renderer agnostic.
Well, in new max 2009 that is, you can use mia_photographic_exposure, which has embedded LWF controls in it. Its sort of a camera shader to mimic physical camera properties, like vray physical cam.
I work in LWF all the time now, but the one thing I don't think I've seen anyone mention is how to make Photoshop display my texturemaps in the 2.2 gamma while I'm working on them. Is there a .acv file I can plop into an adjustment layer?
I work in LWF all the time now, but the one thing I don't think I've seen anyone mention is how to make Photoshop display my texturemaps in the 2.2 gamma while I'm working on them. Is there a .acv file I can plop into an adjustment layer?
your textures, if you are using photographs already have gamma embedded in them.
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