Goodmorning everyone,
Here I am to post you the tests I have been running these morning.
The following 3 images are the result of the 3 different LWF approaches.
On all the 3 images i have 7 identical spheres.
The first 3 balls are just diffuse, the following 3 are just reflection (so diffuse set to 0/0/0) and the last one is just a texture.
Those are the settings I have used on them:
Sphere 1: Diffuse RGB 1/1/1
Sphere 2: Diffuse RGB 128/128/128
Sphere 3: Diffuse RGB 254/254/254
Sphere 4: Reflection RGB 1/1/1
Sphere 5: Reflection RGB 128/128/128
Sphere 6: Reflection RGB 254/254/254
Sphere 7: Just a texture map on the diffuse
I have attached as well the settings used for all the 3 workflow in the next post. (I had problems to upload them in a single post)
As you can see the most used linear workflow (LWF_v1) produces an image different from the other 2.
The middle gray is shifted to the bright side so it gets brighter than the average.
If you color pick the fist ball in photoshop you will notice that for the workflows 2 and 3 we get an average value of RGB 1 meanwhile for the workflow 1 we get an average RGB value of 20/20/20
If you think that from the Max diffuse color picker I have chosen a diffuse value of 1/1/1 and it result in a value of 20/20/20 in photoshop you easily realise that it becomes too difficult to choose darker tones.#
So I think that overall the most correct workflow is the 2nd one but it is as well the less practical because we have to color correct every color and texture.
The third one looks good but is inconsistent on some kind of textures as explained by Chaos group and personally tested.
So again here I am to ask if we can get the LWF button fixed to work as it should so that we don't need to bother anymore about any gamma issue.
Kind Regards,
Giacomo.
Here I am to post you the tests I have been running these morning.
The following 3 images are the result of the 3 different LWF approaches.
On all the 3 images i have 7 identical spheres.
The first 3 balls are just diffuse, the following 3 are just reflection (so diffuse set to 0/0/0) and the last one is just a texture.
Those are the settings I have used on them:
Sphere 1: Diffuse RGB 1/1/1
Sphere 2: Diffuse RGB 128/128/128
Sphere 3: Diffuse RGB 254/254/254
Sphere 4: Reflection RGB 1/1/1
Sphere 5: Reflection RGB 128/128/128
Sphere 6: Reflection RGB 254/254/254
Sphere 7: Just a texture map on the diffuse
I have attached as well the settings used for all the 3 workflow in the next post. (I had problems to upload them in a single post)
As you can see the most used linear workflow (LWF_v1) produces an image different from the other 2.
The middle gray is shifted to the bright side so it gets brighter than the average.
If you color pick the fist ball in photoshop you will notice that for the workflows 2 and 3 we get an average value of RGB 1 meanwhile for the workflow 1 we get an average RGB value of 20/20/20
If you think that from the Max diffuse color picker I have chosen a diffuse value of 1/1/1 and it result in a value of 20/20/20 in photoshop you easily realise that it becomes too difficult to choose darker tones.#
So I think that overall the most correct workflow is the 2nd one but it is as well the less practical because we have to color correct every color and texture.
The third one looks good but is inconsistent on some kind of textures as explained by Chaos group and personally tested.
So again here I am to ask if we can get the LWF button fixed to work as it should so that we don't need to bother anymore about any gamma issue.
Kind Regards,
Giacomo.
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