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Yes, actually we do this for V-Ray for Maya and V-Ray Standalone when saving to an 8-bit file format like PNG or JPG. I suppose we can do the same for 3ds Max.
I already requested it here some time ago. I'd just like to ask for option to save it with 16/32bit formats too. Either by extrapolating LUT to apply on HDR ranges, or by clamping LUT's contribution to 0-1 range only.
I already requested it here some time ago. I'd just like to ask for option to save it with 16/32bit formats too. Either by extrapolating LUT to apply on HDR ranges, or by clamping LUT's contribution to 0-1 range only.
What would be the reason to do that? I mean, what do you want to do with the LUT-modified image afterwards that would require the full HDR range?
What would be the reason to do that? I mean, what do you want to do with the LUT-modified image afterwards that would require the full HDR range?
Best regards,
Vlado
If implemented correctly, LUTs would not destroy dynamic range. Therefore I could sometimes produce final images right out of the VFB without need to go to post, but at the same time, I could bring back burned out highlights if I needed to, which I can't do with 8bit images. For example archviz clients often like to spam "sky behind windows is too bright" kind of comments repeatedly until they make you compress highlights so far it ends up looking like a cartoon. And it's nice to have EXR render in the back pocket so if that moment comes, you don't need to render again.
Yes, I know I should do these things in post, but to be honest... Why, when I don't need to? If you have capable VFB, you can pump final images right out of it. I rarely do more than just some toning/contrast boost/bloom and glare in post.
Then again, it's not that important, I guess I am just a bit spoiled...
Last edited by LudvikKoutny; 31-01-2017, 05:09 PM.
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