Hi,
I textured a sphere with an EXR image for background purposes. In that sphere I placed a physical camera. Now when I move my camera closer to the sphere my render gets darker and if I move the camera backwards my image gets brighter. Of course this is not the result I want. I played with some settings and it looks like "exposure color correction" has something to do with it. When I turn off exposure color correction this difference is gone. The only problem now is that my image is white and have to post correct the exposure by -4 to get something decent.
Also I noticed when I turn on DOF my images look much brighter, but this I can compensate with ISO.
Is there a proper work around for this?
Using Maya 2014 and Vray_22501_23192
** EDIT v01**
When I place the camera outside the sphere the problem is gone.
** EDIT v02**
I turned on "compensate exposure" in the vrayMtl as I put the image into self-illumination. This seems to fix it, but now I have to crank down my EXR exposure by 90%. Still hoping to avoid these work arounds.
I textured a sphere with an EXR image for background purposes. In that sphere I placed a physical camera. Now when I move my camera closer to the sphere my render gets darker and if I move the camera backwards my image gets brighter. Of course this is not the result I want. I played with some settings and it looks like "exposure color correction" has something to do with it. When I turn off exposure color correction this difference is gone. The only problem now is that my image is white and have to post correct the exposure by -4 to get something decent.
Also I noticed when I turn on DOF my images look much brighter, but this I can compensate with ISO.
Is there a proper work around for this?
Using Maya 2014 and Vray_22501_23192
** EDIT v01**
When I place the camera outside the sphere the problem is gone.
** EDIT v02**
I turned on "compensate exposure" in the vrayMtl as I put the image into self-illumination. This seems to fix it, but now I have to crank down my EXR exposure by 90%. Still hoping to avoid these work arounds.
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