Announcement

Collapse
No announcement yet.

LWF seems washed out. HELP!

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

  • #16
    to be honest i wouldnt know of any 1-2-3 instructions. As with the non-LWF workflow there IS some experience involved that's not easily explained. Generally you simply need LESS light in your scene. Am not an ArchViz guy so i wont really be able to give interior or exterior help. If you need to do a car, yell :P

    Regards,
    Thorsten

    Comment


    • #17
      but everyone use this lwf, but nobody can explain it in detail. well, I don't want to much details...

      well then I will use my workflow for the next xxx years.

      best regards
      themaxxer
      Pixelschmiede GmbH
      www.pixelschmiede.ch

      Comment


      • #18
        its arcane magic it is.....
        ____________________________________

        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

        Comment


        • #19
          Look, it's simple enough.
          Darken materials (0.255 for outdoors works well enough, but try 0.5 for a PURE WHITE diffuse), add a 2.2 gamma. bingo!
          Of course, demultiply bitmaps and colour maps as well accordingly.

          LWF in two lines?
          Or WTF in 2 lines?
          Sorry hey, being a noob...
          Lele
          Trouble Stirrer in RnD @ Chaos
          ----------------------
          emanuele.lecchi@chaos.com

          Disclaimer:
          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

          Comment


          • #20
            Going from gamma 1 to 2.2 brightens the image.

            If it is too bright, lower the lighting intensity and/or lower the material output multiplier until the image looks good.

            It is faster to render a dark image, then brighten it with gamma, than to render a bright image with high light intensities.

            Comment


            • #21
              thanks to all of you!

              can anybody upload an example image? I would love to see an interior using lwf.

              I know it can't be explained in two words... but I don't get the results I hoped to.

              best regards
              themaxxer
              Pixelschmiede GmbH
              www.pixelschmiede.ch

              Comment


              • #22
                my workflow would be:

                All gamma settings in max on 2.2, all preferences turned on (affect color selectors and such.
                Now all texture come in okey, they are corrected.
                Only the color selectors, like diffuse color i use Colorcorrect.

                But still i'm wondering how this affects the color of for example reflection, or colors of my lights. any can explain them a bit further?
                My Homepage : http://www.pixelstudio.nl

                Comment


                • #23
                  maxxer,

                  Your images are always superb so stick with what you normally do imho.

                  Comment


                  • #24
                    partrick is right. If it aint broke dont fix it
                    Chris Jackson
                    Shiftmedia
                    www.shiftmedia.sydney

                    Comment


                    • #25
                      I (like a lot of peeps) have struggled to understand LWF for a good couple of years.

                      I see LWF as simply viewing your rendered result properly. LWF allows me to see more light in the darker areas of a scene. So I light the scene differently than I would without LWF. I find that lights appear to shine a lot further with LWF. The light bounces into every little corner of a room. When actually the light has always done that but I was viewing the render wrong, too dark.

                      Working without LWF is almost like underexposing film. Images are darker so I add more light. In fact we usually put spheres and capsules around a scene, invisible to the camera, with VRay Light Mat. Forcing light where we want it without adding raytrace time to the render.

                      I've found that the trick to switching to LWF is to do it in a new project instead of adapting an old file. I know darkening materials and changing the lighting works, I've done it. But I much prefer to transition into LWF using a totally new scene. I make materials look good in the ME, use VRayCam/Sun and I keep it simple by simply rendering to 8bit, burned in images.

                      After reading endless posts and great tips from cpnichols, Lele, vlado and a lot of experimenting I'm finally starting to have fun with it and getting predictable results.

                      In the end it is all a lot more simple than I thought.

                      Comment


                      • #26
                        Originally posted by ^Lele^
                        Look, it's simple enough.
                        Darken materials (0.255 for outdoors works well enough, but try 0.5 for a PURE WHITE diffuse), add a 2.2 gamma. bingo!
                        Of course, demultiply bitmaps and colour maps as well accordingly.

                        LWF in two lines?
                        Or WTF in 2 lines?
                        Sorry hey, being a noob...
                        Hmmmm well, i guess you have set your max preferences on 2.2 gamma? but leave the input and output gamma on 1.0 in the preferences dialog?
                        Then darken all materials, textures and colour maps .255 (for example)

                        Would'nt that be the same as settings 2.2 in the input and output as preference ? Hmm after thinking this over as i type it's not the same cause the inverse of 2.2 gamma is .4545. so u use differnent values (.255) to accomplish your LWF. hmm
                        argh i thought i knew hahahah well blah
                        My Homepage : http://www.pixelstudio.nl

                        Comment


                        • #27
                          There is a Vray Physical Materials Script that automates the materials in your scene to suit LWF. It makes the blown out issues pretty much go away. A needed tool if you have not already setup your materials to work with LWF....I took a look around for it but can't find a link..sorry..but maybe some one else can point it out...
                          LWF is not a holy grail but it really does speed things up and gives really nice shadows...
                          a bit of post is needed is most cases too...
                          Two heads are better than one ...
                          ....but some head is better than none.....

                          Comment


                          • #28
                            Originally posted by mike_kennedy View Post
                            There is a Vray Physical Materials Script that automates the materials in your scene to suit LWF. It makes the blown out issues pretty much go away. A needed tool if you have not already setup your materials to work with LWF....I took a look around for it but can't find a link..sorry..but maybe some one else can point it out...
                            LWF is not a holy grail but it really does speed things up and gives really nice shadows...
                            a bit of post is needed is most cases too...
                            Are you referring to LeLe's script? If so, here is link towards it...
                            http://www.scriptspot.com/lele/
                            maybe it's updated?

                            Comment

                            Working...
                            X