I'm pretty new to LWF and am trying to get my head around it. If I set the CM to gamma / 1.0 / 0.454 doesn't that mean I have to adjust every light in the scene if I want to change the overal brightness? Up until now I was using CM as a sort of exposure control, using it to adjust the overall brightness without needing to change all the lights, was that the wrong way to use color mapping? If I fix it at only one setting it's much more laborious to adjust image brightness. Any thoughts?
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LWF quick and simple video tutorial by lukx
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Hello guys,
I uploaded file and there is the link http://rapidshare.com/files/16248248/LWFbyLukx.avi.html
Regards
Srdjan
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Originally posted by CandeleroIt is better to leave the Color mapping type to Linear.
As rendering in the VFB with Gamma CM - you would lose the Linear state of the image thus. The easiest way to save the image in 2.2 is just activating the override gamma in the Save window and set it to 2.2.
Why ?
Because:
The VFB doesn't take into consideration the MAX Gamma value, the one you set to 2.2. That is needed if you intend to render in the MFB. So in your case
if you render in the MFB you would get your image corrected twice. Once because of the MAX gamma = 2.2 and once more because of the Gamma CM, and it will be washed out.
Best regards,
nikki Candelero
*CM = ColorMapping
a. To work in LWF you need to do the following:
1. Calibrate your monitors to gamma 2.2
2. Set Max's Display Gamma and Input Bitmap to 2.2 ( the latter is to inverse the gamma settings in the bitmaps/textures automatically)
3. If you use color based textures, nest them in a CC with a gamma of 2.2
4. To preview how your renders will look in LWF, use throb's 1.634 curve or the sRGB mode in the new build.
Now when it comes to saving the files:
1. If you want to burn in the gamma-correction right in your renders, use Gamma CM with an inverse gamma (.4545).
2. If you would like to handle the gamma during post*, use Linear Mapping and override the system gamma (set at 2.2) to gamma 1 during file saving.
3. Another way of burning in the gamma correction with Linear Mapping is to override the system gamma in the save window to 2.2.
What else do I miss?vertex wrangler
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Originally posted by DaForceYou can now use the vraycolor map and set the color to what you want and change the gamma. That way you dont need an additional CC mapwww.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
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Originally posted by dlparisiOriginally posted by DaForceYou can now use the vraycolor map and set the color to what you want and change the gamma. That way you dont need an additional CC map
1. For reflections/refractions and such, we usually use solid colors (black, white, grays, falloff maps using black, white gray, etc) for simpler materials containing reflections and refractions. Would these solid colors need to be gamma corrected as well to 2.2 using Color Correct? Diffuse maps are auto corrected once you check input bitmap to 2.2 so that not a bigge.
2. Is my ssumption correct that when we use more complex materials like using procedural textures for refraction, reflections, bump, displacement, etc. that we still need to use CC on these procedural mats (assuming we only use solid colors to define the procedurals mats)? Or should we just "eyeball" the results in the MAT editor to see the resulting shader even without gamma correction of the solid colors? (hope this makes sense)
Thanks a bunch
JG
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