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linear workflow 'reloaded' now online
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.Tags: None
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Great article!
I have one question and that is with the Bitmap loader gamma choices.
How do I know when a bitmap has to be gamma corrected?
Eg. I make a bitmap in photoshop from a photo I took, colour correcting it and assigning a color space to it. This map will have to have a gamma set at 1 in the bitmap loader, correct?
What about textures that came with Max or in a texture collection like Marlin Studios; what gamma should they have assigned in the Bitmap loader; 2.2?
Thanks Gijsrpc212
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"DR or Die!"
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Originally posted by rpc212Great article!
I have one question and that is with the Bitmap loader gamma choices.
How do I know when a bitmap has to be gamma corrected?
Eg. I make a bitmap in photoshop from a photo I took, colour correcting it and assigning a color space to it. This map will have to have a gamma set at 1 in the bitmap loader, correct?
What about textures that came with Max or in a texture collection like Marlin Studios; what gamma should they have assigned in the Bitmap loader; 2.2?
Thanks GijsYou can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
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Thank very much Gijs, I've spent awhile reviewing the material, as well as Rob's thread. I think I understand it now.
Let me see if I got this right: Work and tweak with Max + Photoshop workspace in linear space, then at the very end, apply a correction curve to "bake" in the correction so that the final output (when viewed in IE for example) matches the image my linear workspace in max/ps. Is my understanding correct?
Also thanks for the pointers on the texture input. I think I'll spend some time converting my textures to linear space in photoshop.
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Originally posted by yeohyipAlso thanks for the pointers on the texture input. I think I'll spend some time converting my textures to linear space in photoshop.
I still have to find out though if the max gamma adjust the gamma after converting to floating point or before. If it is the latter, it will be better to do the conversion in photoshop, but it means much more work to you existing textures...You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
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Originally posted by GijsHowever if you convert the 8bit texture in Photoshop to a 8bit linear, a lot of information is lost. If you want to convert to linear, you should first convert the 8bit texture to 16bit, then do the conversion.
I still have to find out though if the max gamma adjust the gamma after converting to floating point or before. If it is the latter, it will be better to do the conversion in photoshop, but it means much more work to you existing textures...
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nice work Gijs
What do you recommend using for color mapping if you are using this linear workflow?
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question....I work totaly in print and my monitor is calibrated for this so I really dont want to change anything there.
What I have done though is change the gamma in 3DSmax (prefs/gamma 2.2), now when i render the image is much brighter but also washed out. So iv applyed colour correction plug to a few mats (made them 2.2) and now there realy over the top colour wize.
Also, when I save the image and open it in photoshop its very dark.
I realize im missing somthing but what ?(it also doesnt help that I just read the other thread about it and am really confused now)
feeling a bit thickmdi-digital.com
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dont feel think mdi - im having the same issue.
I have found that in photochop cs2 by adjusting the gamma to .5 you get the same result as the max/vray vfb
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Originally posted by jacksc02nice work Gijs
What do you recommend using for color mapping if you are using this linear workflow?
not good = not accurate.
however...it may look good...if it looks good then it's done
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