Hi Guys,
I'm having a little trouble with Vray’s linier workflow and getting the VFB to match my diffuse colour inputs.
My aim is to create a physically correct rendering studio with output and VFB matching the ICC input from creative suite and a similar system for internal colour creation.
I have broken the problem down into two areas:
1. External Embedded ICC Textures
2. Internal VrayColour map
ALL Examples shown in Vray 3.5 beta, however problem existing in regular 3.5 & RT
1. External Embedded ICC Textures
Fig_01. I create my swatch texture in a creative suite package and export with an embedded ICC sRGB iec61966-2.1, then assign my texture through a HDRi map. Set Colour space to sRGB, and Render.
Results
• RGB Beauty pass: Match input = NO Fig_04a Fig_04b
• Diffuse channel pass: Match input = YES Fig_05a Fig_05b
Q: Why does the beauty pass not match the input values? I have tried with Check “display colours in sRGB space” on and off with no difference?
1. Internal VrayColour map
Second is the creation of accurate colours inside the material editor. I’m wanting to create an 11 step tonal system of greys spheres to match the colour swatch card.
We use a VrayColour map assigned to the Diffuse channel and then choose our RGB values as we want them as taught at SOA. In this instance. I have Isolated Sphere Grey217 (input 0, 0, 217) and scaled up for this example.
• RGB Beauty pass: Match input = NO Fig_06a Fig_06b
• Diffuse channel pass: Match input = NO Fig_07a Fig_07b
Q: Here no passes match the input of the VrayColour, RGB or Diffuse? You can also see in diffuse pass the sphere doesn’t match the correct HDRi swatch.
Conclusion:
The two above points have left me confused as I was under the impression that checking “Show colours in sRGB space” would show VFB renders as they will be when opened in PS and the sRGB curve is reapplied?
I understand the linier workflow principle as taught my Gian Piero at SOA (The masterclass is an awesome course by the way and huge respect to those guys)
• Input all diffuse textures with ICC sRGB applied
• 3DsMax linearizes the textures for the render engine
• VFB: Check “display colours in sRGB space” to de-linearize results to view how you will view in post-production.
• Vray calculates the textures linier in the background
• SAVE: Max outputs images with the sRGB gamma reapplied (except in floating file formats)
• https://renderman.pixar.com/view/LinearWorkflow
Once again my aim is to create a physically correct rendering studio with output and VFB matching the ICC input from creative suite and a similar system for internal colour creation. Just as you would work in a real life photography studio.
1. Extra question
This is a workflow question which maybe solved with the above solution.
Before attending SOA and learning Liner workflow, I would input diffuse textures with a regular Bitmap and crop branded swatch textures using the crop function. A highly useful workflow in many ways as we could quickly update scenes with branded colours by simply updating the swatch texture and manipulate the crop function.
However to work with the Linier Workflow I moved over to using the HDRi however in doing so we lost the “visual” crop function which we are missing desperately
Q: Is there anyway of using a workflow where I can keep the functioning LW and still have the “visual” cropping function?
I understand this is a long opening however I hope I have been succinct in expressing the problem. I can supply a supporting Max Archive file in 2015 & 2017 should you wish to investigate.
Huge thanks in advance, I look forward to hearing your response.
Kind regards
Lewis
I'm having a little trouble with Vray’s linier workflow and getting the VFB to match my diffuse colour inputs.
My aim is to create a physically correct rendering studio with output and VFB matching the ICC input from creative suite and a similar system for internal colour creation.
I have broken the problem down into two areas:
1. External Embedded ICC Textures
2. Internal VrayColour map
ALL Examples shown in Vray 3.5 beta, however problem existing in regular 3.5 & RT
1. External Embedded ICC Textures
Fig_01. I create my swatch texture in a creative suite package and export with an embedded ICC sRGB iec61966-2.1, then assign my texture through a HDRi map. Set Colour space to sRGB, and Render.
Results
• RGB Beauty pass: Match input = NO Fig_04a Fig_04b
• Diffuse channel pass: Match input = YES Fig_05a Fig_05b
Q: Why does the beauty pass not match the input values? I have tried with Check “display colours in sRGB space” on and off with no difference?
1. Internal VrayColour map
Second is the creation of accurate colours inside the material editor. I’m wanting to create an 11 step tonal system of greys spheres to match the colour swatch card.
We use a VrayColour map assigned to the Diffuse channel and then choose our RGB values as we want them as taught at SOA. In this instance. I have Isolated Sphere Grey217 (input 0, 0, 217) and scaled up for this example.
• RGB Beauty pass: Match input = NO Fig_06a Fig_06b
• Diffuse channel pass: Match input = NO Fig_07a Fig_07b
Q: Here no passes match the input of the VrayColour, RGB or Diffuse? You can also see in diffuse pass the sphere doesn’t match the correct HDRi swatch.
Conclusion:
The two above points have left me confused as I was under the impression that checking “Show colours in sRGB space” would show VFB renders as they will be when opened in PS and the sRGB curve is reapplied?
I understand the linier workflow principle as taught my Gian Piero at SOA (The masterclass is an awesome course by the way and huge respect to those guys)
• Input all diffuse textures with ICC sRGB applied
• 3DsMax linearizes the textures for the render engine
• VFB: Check “display colours in sRGB space” to de-linearize results to view how you will view in post-production.
• Vray calculates the textures linier in the background
• SAVE: Max outputs images with the sRGB gamma reapplied (except in floating file formats)
• https://renderman.pixar.com/view/LinearWorkflow
Once again my aim is to create a physically correct rendering studio with output and VFB matching the ICC input from creative suite and a similar system for internal colour creation. Just as you would work in a real life photography studio.
1. Extra question
This is a workflow question which maybe solved with the above solution.
Before attending SOA and learning Liner workflow, I would input diffuse textures with a regular Bitmap and crop branded swatch textures using the crop function. A highly useful workflow in many ways as we could quickly update scenes with branded colours by simply updating the swatch texture and manipulate the crop function.
However to work with the Linier Workflow I moved over to using the HDRi however in doing so we lost the “visual” crop function which we are missing desperately
Q: Is there anyway of using a workflow where I can keep the functioning LW and still have the “visual” cropping function?
I understand this is a long opening however I hope I have been succinct in expressing the problem. I can supply a supporting Max Archive file in 2015 & 2017 should you wish to investigate.
Huge thanks in advance, I look forward to hearing your response.
Kind regards
Lewis
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