Announcement

Collapse
No announcement yet.

reflection and specular map question

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • reflection and specular map question

    Hi all, after i read some tutorials from the internet, i have some doubts about reflection and specular map,
    some tutorial show that we have to select and check the "Override 1.0" instead of Automatic when we load our reflection and specular map,
    but some tutorials show that is no need to do it,
    i wonder which method is correct?

    Hoping someone could give me some guide here, thank you.

    Click image for larger version

Name:	mapped.JPG
Views:	1
Size:	12.2 KB
ID:	882679
    Best regards,
    Jackie Teh
    --

    3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
    AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
    Website: https://www.sporadicstudio.com
    Email: info@sporadicstudio.com
    YouTube: https://www.youtube.com/c/SporadicStudio

  • #2
    It doesn't matter. Essentially gamma correcting those textures will adjust the look of reflection/specular. It really is up to user to make it look as he desires. Gamma correcting grey scale textures will just make things darker in reflection.

    Gamma correcting is only important in color maps, not so much in others.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

    Comment


    • #3
      Originally posted by Morbid Angel View Post
      It doesn't matter. Essentially gamma correcting those textures will adjust the look of reflection/specular. It really is up to user to make it look as he desires. Gamma correcting grey scale textures will just make things darker in reflection.

      Gamma correcting is only important in color maps, not so much in others.
      thank you very much for your time and explain.
      and you have a fantastic demo reel
      Best regards,
      Jackie Teh
      --

      3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
      AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
      Website: https://www.sporadicstudio.com
      Email: info@sporadicstudio.com
      YouTube: https://www.youtube.com/c/SporadicStudio

      Comment


      • #4
        Hi all, i just read this, and it is confuse me again with the gamma issue

        http://viscorbel.com/making-sense-of...-2-2-workflow/

        i hope anyone in here could give a correct and clear answer, thank you.
        Best regards,
        Jackie Teh
        --

        3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
        AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
        Website: https://www.sporadicstudio.com
        Email: info@sporadicstudio.com
        YouTube: https://www.youtube.com/c/SporadicStudio

        Comment


        • #5
          This is a test I did some time ago to understand all this gamma voodoo. Maybe it can help you understand what's going on.
          These tests are using the default 3dsmax 2016 gamma settings, that is Auto (2.2).


          I created a 50% gray texture in Photoshop and loaded it twice in V-Ray. One with 1.0 applied and one with Auto (2.2).
          As you can see from the render results and material viewer.
          If you load the 50% Photoshop gray with a gamma of 1.0, it will render as 50% and become 75% gray when you apply the sRGB curve.
          If you load it with Auto (2.2) gamma, it will render as 22% and become 50% gray when you apply the sRGB curve.

          I made this calculator for myself, I have shared it before on other render forums, but here is the V-Ray version.



          Let's say you got a material with 0.6 glossiness, and you want to keep the same look but use a texture.
          You can use my converter to do all the dirty work. Just input 0.6 into the gamma you are using. If I'm using Auto (2.2) gamma, I need to adjust my texture to have 202 RGB median or mean in the Histogram.
          If I'm using gamma 1.0 my mean or median need to be 153 RGB.
          Then load the texture in 3dsmax with the gamma you are using. The render result will be the same on both and it will have a glossiness of 0.6.



          If you use my converter to adjust your materials to V-Ray values, you only need to load the Normal/Bump/Displacement with gamma 1.0 and leave everything at Auto.

          Secret to easy life:
          Don't think gamma, think V-Ray value !
          Attached Files
          Last edited by dubcat; 23-08-2015, 09:07 PM.

          Comment


          • #6
            Originally posted by dubcat View Post
            This is a test I did some time ago to understand all this gamma voodoo. Maybe it can help you understand what's going on.
            These tests are using the default 3dsmax 2016 gamma settings, that is Auto (2.2).


            I created a 50% gray texture in Photoshop and loaded it twice in V-Ray. One with 1.0 applied and one with Auto (2.2).
            As you can see from the render results and material viewer.
            If you load the 50% Photoshop gray with a gamma of 1.0, it will render as 50% and become 75% gray when you apply the sRGB curve.
            If you load it with Auto (2.2) gamma, it will render as 22% and become 50% gray when you apply the sRGB curve.

            I made this calculator for myself, I have shared it before on other render forums, but here is the V-Ray version.



            Let's say you got a material with 0.6 glossiness, and you want to keep the same look but use a texture.
            You can use my converter to do all the dirty work. Just input 0.6 into the gamma you are using. If I'm using Auto (2.2) gamma, I need to adjust my texture to have 202 RGB median or mean in the Histogram.
            If I'm using gamma 1.0 my mean or median need to be 153 RGB.
            Then load the texture in 3dsmax with the gamma you are using. The render result will be the same on both and it will have a glossiness of 0.6.



            If you use my converter to adjust your materials to V-Ray values, you only need to load the Normal/Bump/Displacement with gamma 1.0 and leave everything at Auto.

            Secret to easy life:
            Don't think gamma, think V-Ray value !
            Thank you very much, i think i should do some test to understand this gamma follow your method
            Best regards,
            Jackie Teh
            --

            3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
            AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
            Website: https://www.sporadicstudio.com
            Email: info@sporadicstudio.com
            YouTube: https://www.youtube.com/c/SporadicStudio

            Comment

            Working...
            X