hi there!
i think this is my first post here and its a superduper big problem i got
well i cant use distributed rendering anymore because all the buckets of the render slaves have a different brightness..
i just checked an old file wich i rendered 100% with sp2 and distributed and i had GAMMA CORRECTION turned OFF when i created it (yep i know its f#+#ng lame and i would die without it noiw *g)... with gamma turned off there is no bucket problem well but there still aint a problem if i turn gamma on ;(( (edit)
soo with gamma correction enabled the bucket problem even comes in scenes with NO texturemaps (so its not a network path problem) and pure 3dsmax geometrie (i use rhinotomax for data import).
looks like this all the time.. (hmm hope the pictures are working )
-hmm well im using the typical gamma correction for lwf gamma 2,2 with input 2,2 and out 1,0
-textures have unc paths
-vray sp3a 64bit on every computer and 3dsmax2009 design
-tried it with 3dsmax 2010 and the same problems !!!
-even with the old sp2 vray do i get these random dark buckets with the same scene
well im out of ideas and hope u can help me fix this problem, the darker buckets lokk like someone turned up the contrast and its stronger in dark areas..
well i can send u a scene but everything new,old or whatever i trie has this problem
sooo thanks in advance cause i gotta have this fixed before vray rt arrives *g
seeya
i think this is my first post here and its a superduper big problem i got
well i cant use distributed rendering anymore because all the buckets of the render slaves have a different brightness..
i just checked an old file wich i rendered 100% with sp2 and distributed and i had GAMMA CORRECTION turned OFF when i created it (yep i know its f#+#ng lame and i would die without it noiw *g)... with gamma turned off there is no bucket problem well but there still aint a problem if i turn gamma on ;(( (edit)
soo with gamma correction enabled the bucket problem even comes in scenes with NO texturemaps (so its not a network path problem) and pure 3dsmax geometrie (i use rhinotomax for data import).
looks like this all the time.. (hmm hope the pictures are working )
-hmm well im using the typical gamma correction for lwf gamma 2,2 with input 2,2 and out 1,0
-textures have unc paths
-vray sp3a 64bit on every computer and 3dsmax2009 design
-tried it with 3dsmax 2010 and the same problems !!!
-even with the old sp2 vray do i get these random dark buckets with the same scene
well im out of ideas and hope u can help me fix this problem, the darker buckets lokk like someone turned up the contrast and its stronger in dark areas..
well i can send u a scene but everything new,old or whatever i trie has this problem
sooo thanks in advance cause i gotta have this fixed before vray rt arrives *g
seeya
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