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yes, I'm reading all the topisc about it and just can get it.
I did this:
I'm using LCD so as vlado said it's already in linear
So i'm setting color mapping to gamma correction 1 / 0.455
use vray frame buffer. colors are washed out. WHen saving exr and opening in photoshop it's still washed out. I didn't try different ways with changing max to 2.2 and so because I don't want to change bitmaps gamma. Damn I'm stupid .
yes, I'm reading all the topisc about it and just can get it.
I did this:
I'm using LCD so as vlado said it's already in linear
So i'm setting color mapping to gamma correction 1 / 0.455
use vray frame buffer. colors are washed out. WHen saving exr and opening in photoshop it's still washed out. I didn't try different ways with changing max to 2.2 and so because I don't want to change bitmaps gamma. Damn I'm stupid .
If you dont want to make things more complicated, stick to the burned gamma method, the one u are using, gamma correction 1/0.454, BUT you need to use Color correction on your materials! That's the KEY! Forget about light, correct the materials until you see them cool and steady on the material browser. For that, u must check in max preferences:
Gamma: 2.2
Check Affect Material editor
Check Affect color selectors
Input Gamma: 2.2
Output Gamma: 1.0
Use Vray frame buffer, not MAX buffer!
That's all!
Forget about Exr for the moment, that's for pros, stick to tga or tiff or whatever u use. In photoshop it should look the same as in the vray frame buffer!
ok...
again i m not sure if because ur monitor is an LCD its workin in linear, what i know is that the gamma calibration is diferent than an CRT one....
ur render do look whased out because u have to turn way down ur lights...that s the all point! u need no fill lights neither insane high multipliers...
so, maybe u should pick some basic scene and play with lights a bit with a mid grey material override and see how it goes
wow thanks panthon FINALLY I got this this :"Gamma: 2.2
Check Affect Material editor
Check Affect color selectors
Input Gamma: 2.2
Output Gamma: 1.0
"
what I wass missing THANK YOU!!!
Yeah , i think it's all getting mixed up. Most of the people just need brighter scenes, so there's no need to work in float all the time with exr, applicating luts and profiles everywhere...just too complex, if all that u want is to deliver quickly and efficiently with more light and better distribution. The "all linear" process makes more sense in larger facilities imho.
I'd say lwf is really helpful if one decided to stick to 24 bit images.
As everyone knows, a dark jpg will never look bright, no matter what.
That's why it's necessary to "pre-expose" the maps and the renders.
Panthon's right in saying it's fairly useless (a cat trying to byte its tail) when working with full floating point images.
All that can be done easily afterwards, as floating point images DO get bright at the touch of a color correction contorl.
Bloody hell, though, i'm starting to dream waves of confused people swamping the forum because of LWF.
I'm starting to bear it less and less, honestly.
There's more than one long thread on it.
Doing a synthesis of that and making it sticky and CLOSED sounds a bad idea?
Colour Mapping-Linear Multiply 1/1
Render to Max FB
save with gamma overide 2.2
*************************
Option 2
Display Gamma 2.2
Input Gamma 2.2
Output Gamma 2.2
Colour Mapping-Linear Multiply 1/1
Render to Max FB
save with system default Gamma
***************************
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