Hi all,
I am spending this not too busy day at work (after an apocalyptic deadline) to run some comparison tests between vray and mental ray behaviour in 2.2 color space.
I am pretty sure it is an interesting topic for most of you so it will be nice to get your comment and impressions about it.
What I did is lighting the same white scene both in vray and mental ray trying to achieve a similar result.
I have already done this test in past and noticed that the 2 rendering engines deliver a pretty different result.
At the time I have noticed that while mray keeps his shading consistent throught the 256 grayscale range, vray seems to lift up the blacks and open the shadows.
I have tried to recreate this situation today and got some interesting result.
The goal was to check how close the 2 rendering engines matches without having to use tricks and post color correction.
The scene has been lit by 5 spherical photometric lights with soft shadows (for vray and mray) keeping the same paramateres wherever possible.
I didn't use a linear workflow but I have tried to use the same reinhard/highlight burn value on both of them set at 0.05 and used a mental ray arch material with a white value of 0.7 on both the situation software for the material override.
The only value that has been changed to match the amount of light is the multiplier in the vray color mapping tab. This should work only as a mutiplier for the value of the light so, technically shouldn't be considered a tweak.
The first test has been run with the following settings for mental ray.
Final Gather on with 3 bounces - No Global Illumination
Gamma & Lut panel: all on at 2.2
highlight burn: 0.05
This is the straight output from the render:

The second test has been run in vray using irradiance map + light cache with the following settings.
Gamma & Lut panel: all on at 2.2 (except the output value at 1)
Color Mapping Reinhard
Burn Value: 0.05
VFB on
This is the straight output from the render:

And this is the render after I have applied a curve in photoshop to match the mray output.

You can see how much the first 2 renders are different. It seems like that I had to compensate the 2.2 curve in photoshop to get back to a render closer to the mental ray one.
I agree that the final gather doesn't push the light as far as the irradiance map + light cache solution but overall I keep on thinking that the mray solution looks a little more photorealistic and believable than the vray one in that case.
I know as well that the 2.2 setup is meant to be color corrected in post but I wonder why do I get such a big difference between the 2 rendering engine.
Now I want to show you a further test I did with vray in gamma 1 instead of 2.2.
I didn't change any other parameter except for the gamma and input/output set back to 1 and a value of gamma 1 as well in the reinhard color mapping.
This is the straight output from the render:

This output is really close to the mental ray one and seems to be more correct to my eyes. But the Gamma settings for vray are set to 1 meanwhile they are set to 2.2 in mental ray.
A last final test with the LWF option on available in the color mapping and the gamma set to 2.2.
Gamma & Lut panel all off.
The result is closer to the render above.
This is the straight output render:

Again the render looks closer to the mental ray one.
I am not saying that mray is correct or better I just wonder why they're so inconsistent.
I'd like as well to run a comparison with Arnold to check which one is closer to which.
I'd love to hear your thoughts and opinions about it.
Kind Regards,
Giacomo.
I am spending this not too busy day at work (after an apocalyptic deadline) to run some comparison tests between vray and mental ray behaviour in 2.2 color space.
I am pretty sure it is an interesting topic for most of you so it will be nice to get your comment and impressions about it.
What I did is lighting the same white scene both in vray and mental ray trying to achieve a similar result.
I have already done this test in past and noticed that the 2 rendering engines deliver a pretty different result.
At the time I have noticed that while mray keeps his shading consistent throught the 256 grayscale range, vray seems to lift up the blacks and open the shadows.
I have tried to recreate this situation today and got some interesting result.
The goal was to check how close the 2 rendering engines matches without having to use tricks and post color correction.
The scene has been lit by 5 spherical photometric lights with soft shadows (for vray and mray) keeping the same paramateres wherever possible.
I didn't use a linear workflow but I have tried to use the same reinhard/highlight burn value on both of them set at 0.05 and used a mental ray arch material with a white value of 0.7 on both the situation software for the material override.
The only value that has been changed to match the amount of light is the multiplier in the vray color mapping tab. This should work only as a mutiplier for the value of the light so, technically shouldn't be considered a tweak.
The first test has been run with the following settings for mental ray.
Final Gather on with 3 bounces - No Global Illumination
Gamma & Lut panel: all on at 2.2
highlight burn: 0.05
This is the straight output from the render:
The second test has been run in vray using irradiance map + light cache with the following settings.
Gamma & Lut panel: all on at 2.2 (except the output value at 1)
Color Mapping Reinhard
Burn Value: 0.05
VFB on
This is the straight output from the render:
And this is the render after I have applied a curve in photoshop to match the mray output.
You can see how much the first 2 renders are different. It seems like that I had to compensate the 2.2 curve in photoshop to get back to a render closer to the mental ray one.
I agree that the final gather doesn't push the light as far as the irradiance map + light cache solution but overall I keep on thinking that the mray solution looks a little more photorealistic and believable than the vray one in that case.
I know as well that the 2.2 setup is meant to be color corrected in post but I wonder why do I get such a big difference between the 2 rendering engine.
Now I want to show you a further test I did with vray in gamma 1 instead of 2.2.
I didn't change any other parameter except for the gamma and input/output set back to 1 and a value of gamma 1 as well in the reinhard color mapping.
This is the straight output from the render:
This output is really close to the mental ray one and seems to be more correct to my eyes. But the Gamma settings for vray are set to 1 meanwhile they are set to 2.2 in mental ray.
A last final test with the LWF option on available in the color mapping and the gamma set to 2.2.
Gamma & Lut panel all off.
The result is closer to the render above.
This is the straight output render:
Again the render looks closer to the mental ray one.
I am not saying that mray is correct or better I just wonder why they're so inconsistent.
I'd like as well to run a comparison with Arnold to check which one is closer to which.
I'd love to hear your thoughts and opinions about it.
Kind Regards,
Giacomo.
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