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  • The colorcorrect plugin is the tool of choice for revision of non-LWF projects in a LWF environment? Just so I don't misunderstand, this applies to the RGB color values as well as images that we currently use? Eventually we would rework our current matched color pallete, but colorcorrect seems to be the key for immediate transition to LWF.

    Does the AIM-DTP website cover the setting up of a profile for PS? Is it necessary to do anything else to the images in PS beyond clamping before print?

    Also, I have noticed that the standard materials I have made lose some of the detail in their bump maps. Is this because of the higher visible range in the LWF images? This means that I will need to adjust the value of my bump maps for them to appear as strong as in our current renderings, correct?

    I ran some more tests, and working resident in LWF makes it tons easier. My conversion process needs the colorcorrect plugin in order to get similar color output from our existing projects, i think. Looks like I am in for a little more testing...dang it
    Ben Steinert
    pb2ae.com

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    • Originally posted by beestee
      The colorcorrect plugin is the tool of choice for revision of non-LWF projects in a LWF environment? Just so I don't misunderstand, this applies to the RGB color values as well as images that we currently use? Eventually we would rework our current matched color pallete, but colorcorrect seems to be the key for immediate transition to LWF.
      you cannot and should not convert projects over to LWF.
      it doesn't work and will end up just causing you hassle.
      any shaders that have been set up in a non-LWF need to be redone with LWF in mind.
      throb
      vfx supervisor
      http://throb.net

      Comment


      • I was under the impression that a pre-clamped rendering was the "point of no return," not the creation of the max file itself.

        So re-applying shaders that have been reworked for LWF and rendering in a floating point format using an existing model that is opened in an LWF environment would not be correct procedure ... all because the original model was created in a non-linear environment That sounds silly to me
        Ben Steinert
        pb2ae.com

        Comment


        • Originally posted by beestee
          So re-applying shaders that have been reworked for LWF and rendering in a floating point format using an existing model that is opened in an LWF environment would not be correct procedure ... all because the original model was created in a non-linear environment That sounds silly to me
          it should work if you're reworked all the shaders.
          however, you say you're having problems so my solution is to not ever switch over to LWF in a project and start a new project with LWF.
          throb
          vfx supervisor
          http://throb.net

          Comment


          • So it sounds like there are still two schools of thought. One ending up with color mapping and one not, both have capability in post. We use photoshop as well. Have not tried on exterior yet, think ill give it a shot.

            A brief question for clarity, is using linear color mapping of 1/1 the same as unchecking "clamp output"?

            I will go review the original Linear post see if I can get it straight again
            "It's the rebels sir....They're here..."

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            • Originally posted by throb
              it should work if you're reworked all the shaders.
              however, you say you're having problems so my solution is to not ever switch over to LWF in a project and start a new project with LWF.
              I am not going to implement LWF for a project in progress, I am just finding a viable use of LWF for our revision projects so that we can introduce it effectively here where I work. All my attempts with LWF have been out-of-production, so there is no risk of screwing up something that has to go to a client. I just want to be sure that it will be possible and productive to move into LWF at our firm without turning back to what we use now.

              throb, thanks so much for your patience
              I would still be very much "in the dark" without everything you have contributed to this subject.
              Ben Steinert
              pb2ae.com

              Comment


              • Why not start your new projects in LWF, and do your old ones without it if you have to revise something on a non LWF project. No need to convert old scenes to LWF.
                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                • Originally posted by flipside
                  Why not start your new projects in LWF, and do your old ones without it if you have to revise something on a non LWF project. No need to convert old scenes to LWF.
                  The volume of our revisions outnumbers our new projects because we are used as a design refinement tool in-house. A single revision project could come back for minor revision 3 or 4 times before a single new project is completed.

                  There seem to be two routes available if we wish to start using LWF.

                  A: We could avoid non-linear project conversion. It would involve constantly switching between the two profiles/workflows for over a year, or until all non-linear projects are approved, for us to be fully immersed in the LWF.

                  Or,

                  B: We could convert a project to linear when it comes back, and all subsequent revisions on that project would be no further trouble. The turnaround would probably be a month or two of converting projects before they all came back through. That is less than 1/6 of the time for full immersion. Of course, converted projects would still be in our pipeline for over a year, and if conversion is unstable, this will not be an option.
                  Ben Steinert
                  pb2ae.com

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                  • Hey Throb. Thanks for hopping in and answering those questions. Mezzo is superb - congratulations on all your awards.

                    Questions regarding exteriors then - you're using sun and your curve - does this mean you're rendering out to 1/1 linear gamma? I've had bad results with LWF and the vray sun and have never been anble to wrap my head around it.

                    The newer beta builds have srgb built-into the Vray FrameBuffer - it's my understanding that you don't to apply your curve .64 method or render out gamma correct 1/.45454 colormapping anymore.

                    -Chuck
                    LunarStudio Architectural Renderings
                    HDRSource HDR & sIBL Libraries
                    Lunarlog - LunarStudio and HDRSource Blog

                    Comment


                    • Originally posted by jujubee
                      Hey Throb. Thanks for hopping in and answering those questions. Mezzo is superb - congratulations on all your awards.

                      Questions regarding exteriors then - you're using sun and your curve - does this mean you're rendering out to 1/1 linear gamma? I've had bad results with LWF and the vray sun and have never been anble to wrap my head around it.

                      The newer beta builds have srgb built-into the Vray FrameBuffer - it's my understanding that you don't to apply your curve .64 method or render out gamma correct 1/.45454 colormapping anymore.

                      -Chuck
                      yes to everything.
                      i use the vray camera with the sun/sky system and it works really well with the LWF also.

                      rob
                      throb
                      vfx supervisor
                      http://throb.net

                      Comment


                      • Originally posted by vlado
                        If you are using the ColorCorrect plugin for gamma correction only, then you don't really need it in 3dsmax 8. In 3dsmax 8, you can specify an image gamma when you load it from withing 3dsmax. Then it will be automatically corrected to linear space by 3dsmax itself.

                        Best regards,
                        Vlado
                        Vlado,

                        But if you're given LAB or any other color numbers that you input into the color selector directly, you need the colorcorrect plugin to get them to render accurately, otherwise, they turn out much brighter than they should. At least, that what happens in my tests.

                        Craig

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                        • well the color u get if u take a picture of an adobe pallete doesn t match either.....does it?
                          Nuno de Castro

                          www.ene-digital.com
                          nuno@ene-digital.com
                          00351 917593145

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                          • Take a picture? I don't understand. Could you elaborate?

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                            • sorry...
                              if u take an adobe color palette and with ur digital camera take a photo.
                              if u check in photoshop the colors will not have a match between the same colors....
                              that s what i mean....hope that s clearer...
                              Nuno de Castro

                              www.ene-digital.com
                              nuno@ene-digital.com
                              00351 917593145

                              Comment


                              • 3ddesign is right, if you get color values from your client, you should use the color correct plugin to convert them.
                                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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