Ok having read a number of tutorials etc on LWF.
I get that most images are at gamma 2.2 and need to be converted to 1.0 to optimise render calculations, and that the output from max then needs a 2.2 gamma curve applied to look nice on my sRGB screen. From my reading I understand that I need to maintain the 2.2 gamma for bumps and displacement maps etc. It does seem like a discussion about luminance rather than colour?
Coming from the wilderness of photography: the waters get even muddier over there. We have the notion of colour space. It comes in flavours of sRGB, Adobe-RGB, Pro-foto RGB and the big daddy Lab Color.
SO what is the output of V-ray max? Why does the floating point colour value have no space that it floats in (as it says in the help file).
So when I import the .exr into photoshop it asks me: what is the colour space of the imported image and do you want to convert it to the working colour space?
So how do I answer it?
I get that most images are at gamma 2.2 and need to be converted to 1.0 to optimise render calculations, and that the output from max then needs a 2.2 gamma curve applied to look nice on my sRGB screen. From my reading I understand that I need to maintain the 2.2 gamma for bumps and displacement maps etc. It does seem like a discussion about luminance rather than colour?
Coming from the wilderness of photography: the waters get even muddier over there. We have the notion of colour space. It comes in flavours of sRGB, Adobe-RGB, Pro-foto RGB and the big daddy Lab Color.
SO what is the output of V-ray max? Why does the floating point colour value have no space that it floats in (as it says in the help file).
3ds Max does not append any color-space information to rendered output. If necessary, you can apply a color space such as sRGB to output images in an image-editing program like Adobe Photoshop.
So how do I answer it?
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