I gave myself a challenge. With the same lighting and environment render out a white and a black sphere using linear workflow. The materials are super basic. Default except for the Diffuse value of 255 for white, 1 for black. Both spheres has a reflect value of 0. GI is off and the environment is black. There is no ground plane. One light is used in the scene to illuminate the spheres and is set to a value that renders the white sphere white (rightclick and looking at the values). Vray gamma worflow is set to 2.2, mode = color mapping and gamma, type = linear multiply
I get some problems
1. With this scene the black is too bright looking grey. I turn the light to nearly off and white is now looking grey. I know in real photography I would need to expose for each and fix this in post. I would rather not be forced to do this specificly with animations. I have enough post work to do already. So, I tried over driving the dark multiplier to .1 instead of 1 but that effects the white spheres diffuse fall off to much. If I light for black and over drive the white I get unacceptable results as well.
2. The other problem is when I am adding a reflection environment and using a custom falloff map to control the reflection. I get a hard cut off where either the reflection is there or completely gone. This seams to happen in both gamma 1 and 2.2. I will get the same effect even if I change the IOR. Is there a way that vray could use more values to calculate a falloff? Does anyone else get this and what is your work around? You can see this happening in the image attached
Any Ideas?
I get some problems
1. With this scene the black is too bright looking grey. I turn the light to nearly off and white is now looking grey. I know in real photography I would need to expose for each and fix this in post. I would rather not be forced to do this specificly with animations. I have enough post work to do already. So, I tried over driving the dark multiplier to .1 instead of 1 but that effects the white spheres diffuse fall off to much. If I light for black and over drive the white I get unacceptable results as well.
2. The other problem is when I am adding a reflection environment and using a custom falloff map to control the reflection. I get a hard cut off where either the reflection is there or completely gone. This seams to happen in both gamma 1 and 2.2. I will get the same effect even if I change the IOR. Is there a way that vray could use more values to calculate a falloff? Does anyone else get this and what is your work around? You can see this happening in the image attached
Any Ideas?
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