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  • ACESCG vray 5 and 3dsmax tutorial/worflow

    Hello developers,

    Is it possible to have a ACESCG workflow/tutorial for 3dsmax and vray 5? I saw the documentation for Maya, but 3dsmax has different options and is still a bit confusing. There are many things to consider:

    - Color mapping should be set as linear? No clamping?
    - Should we use HABLE filmic tonemap to simulate OCIO correction?
    - Display corrections should be set to gamma 2.2? Since it doesn´t change the saturation of the images?
    - Can we have a demonstration on what the differences are exactly with images?

    Anyway, something for people that are not already into ACES at all could be helpful!

    Thank you!

  • #2
    I would like to see that too!

    Comment


    • #3
      Hi all,

      The way to go about ACEScg in V-Ray 5/3ds Max is the following:

      1. Name your textures according to their color space (i.e. color_srgb.exr, color_acescg.exr).

      2. Load these textures in VRayBitmap.

      3. Open the Render Setup > Settings > Color Management

      From Rendering RGB primaries you can set the color space to ACEScg, essentially changing the internal color grading system. This will affect internal V-Ray components such as White Balance, VRaySun, VRayHDRI, etc.

      When Auto RGB primaries for VRayBitmap textures is enabled, V-Ray wil determine the color space of VRayBitmaps from their filename. There are two variants:
      a) If an OCIO environment variable is set (OCIO=path/to/config.ocio), the color space will be determined from a file name that matches a color space name in the loaded configuration.
      b) If there isn't such a variable, the color space will be determined from a file name containing the 'acescg' or 'srgb' keywords.

      4. In the VRayBitmap Parameters > RGB color space, you can set the RGB primaries to ACEScg for the specific texture.

      5. In the VFB, disable the Show corrected colors and load the 'config.ocio' file (or automatically detected via the OCIO environment variable)

      6. Set the 'Input Color Space' to ACEScg. Set a 'View Transform' as needed.

      7. When saving PNG/JPG and using the 'Save in image' in the OCIO options, make sure you save with a gamma override of 1.

      Here is a link with a sample set scene: http://ftp.chaosgroup.com/support/ac...w_2017-2020.7z

      We will make sure to prepare and publish a tutorial (similarly to the Maya section) for 3ds Max on our website as well. Thanks for the pointer!
      Nikoleta Garkova | chaos.com

      Comment


      • #4
        Im a noob with aces. I just recently heard about it so sorry if I ask stupid questions.

        Im still a bit confused with the textures. Sorry.

        Please do make a tutorial for 3ds max. Why do you guys only make it for Maya, not really understanding why? I hope it comes soon!

        Im just terrible confused with naming the textures.

        What should an hdr file be named? 16 / 32 bit files ?
        What should Diffuse, reflection, gloss, metalness be named?

        Comment


        • #5
          Originally posted by AyrtonSenna View Post
          Why do you guys only make it for Maya, not really understanding why?
          Because resources are finite, and the most users actually using acesCG was in maya, not max, based on our telemetry.
          It'll come for max too, no worries.

          EDIT: I stand corrected, here it is.
          Last edited by ^Lele^; 19-10-2020, 01:35 AM.
          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


          • #6
            Correct me if I'm wrong but isn't there already a tutorial/workflow in the 3ds Max Documentation?
            https://docs.chaosgroup.com/display/...Workflow+Setup

            Seems to be the same as the Maya one, or which one are you referring to?
            Would like to check out the Maya one but can only find this one:
            https://docs.chaosgroup.com/display/...Workflow+Setup

            Seems to be the same or?
            Check out my FREE V-Ray Tutorials

            Comment


            • #7
              Thank you for the replies guys!

              Comment


              • #8
                I have an additional question for Aces in Max workflow, so I thought I just recycle this threat:

                1. Question:
                When switching the Color management to ACEScg I need to make sure that my textures are either:
                - already converted and baked out into ACEScg (then I don't need any special naming and AutoRGB primaries can be disabled)
                OR - I tell V-Ray in which colorspace those files are by adding the correct extension, such as lin_srgb, _srgb, etc. and V-Ray will convert them to ACEScg (AutoRGB primaries must be enabled)
                OR - I convert each texture to ACEScg manually either in the V-Ray Bitmap or by using the VRayICIO and V-Ray will convert them to ACEScg

                Is that correct?

                2. Question:

                In terms of textures which textures would need to be converted? Of course stuff as DiffuseMap, HDRI env, etc. but how about textures that contain data such as:
                - normal maps / bumpmaps
                - glossiness
                - etc.

                My assumption would be that those maps would not need to be converted as they just contain data such as normal information or data that just defines for example how reflective/glossy a material is.
                Check out my FREE V-Ray Tutorials

                Comment


                • #9
                  I also have a question

                  Can this workflow be used without converting all your srgb textures to aces? ie, will it work by simply specifying the textures are srgb? Would I still get the benefit of anything of all textures are srgb?
                  Kind Regards,
                  Morne

                  Comment


                  • #10
                    From how I understand it you can leave all your textures in srgb but it would be easiest to nametag them with the _srgb tag. Then when the AutoRGB primaries option is enabled and you load them with a VRayBitmap V-Ray would be aware of that it is a srgb texture and would convert it to ACEScg colorspace during rendertime. You can actually see in the mtl editor that as soon as you switch to ACEScg your texture preview for the nametagged textures will change as they are converted.
                    Performancewise it would be of course smartest to convert all your textures also to ACES,and bake them out so that those conversions wouldn't need to be done during rendertime. At least in the VRayOCIO help it states that this conversion process takes ressources and I assume the same ressources are being used when loading the nametagged srgb files into VRayBitmap and convert them to ACEScg.

                    Check out my FREE V-Ray Tutorials

                    Comment


                    • #11
                      Originally posted by nikoleta.garkova View Post
                      Hi all,

                      The way to go about ACEScg in V-Ray 5/3ds Max is the following:

                      1. Name your textures according to their color space (i.e. color_srgb.exr, color_acescg.exr).

                      2. Load these textures in VRayBitmap.

                      3. Open the Render Setup > Settings > Color Management

                      From Rendering RGB primaries you can set the color space to ACEScg, essentially changing the internal color grading system. This will affect internal V-Ray components such as White Balance, VRaySun, VRayHDRI, etc.

                      When Auto RGB primaries for VRayBitmap textures is enabled, V-Ray wil determine the color space of VRayBitmaps from their filename. There are two variants:
                      a) If an OCIO environment variable is set (OCIO=path/to/config.ocio), the color space will be determined from a file name that matches a color space name in the loaded configuration.
                      b) If there isn't such a variable, the color space will be determined from a file name containing the 'acescg' or 'srgb' keywords.

                      4. In the VRayBitmap Parameters > RGB color space, you can set the RGB primaries to ACEScg for the specific texture.

                      5. In the VFB, disable the Show corrected colors and load the 'config.ocio' file (or automatically detected via the OCIO environment variable)

                      6. Set the 'Input Color Space' to ACEScg. Set a 'View Transform' as needed.

                      7. When saving PNG/JPG and using the 'Save in image' in the OCIO options, make sure you save with a gamma override of 1.

                      Here is a link with a sample set scene: http://ftp.chaosgroup.com/support/ac...w_2017-2020.7z

                      We will make sure to prepare and publish a tutorial (similarly to the Maya section) for 3ds Max on our website as well. Thanks for the pointer!
                      Hi, I'm trying to download you'r file, it don't work , can you reupload it please ?

                      thank you

                      Comment


                      • #12
                        Hey, try the following link - https://drive.google.com/file/d/18Is...0ptgghYFf/view
                        Nikoleta Garkova | chaos.com

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