I've been reading the tutorials, linear workflow threads, and the excellent Visualization PDF that Micha posted in the links thread, but I'm still a bit lost.
I never know whether my materials are incorrect or my lighting. From Gijs linear workflow (and other) tutorials, it looks like I should override all materials to set up the lighting first, then turn on materials. But should I use 200, 200, 200 for the override material? What am I looking for in the lighting set-up? If I painted everything white in the real world and set up lighting to take a photo, it would look really bright even though the lighting was correct. So how can I use an all-white scene to set up lighting?
Also, the first image in the linear workflow tutorial shows a very grainy white image and then discusses 2 methods for correcting it. But when I use the low IR visopt, it's not grainy anyway. I don't really know whether to adjust the QMC sampler, the IR map settings, or the QMC GI subdivs.
I like IR map + QMC because it seems to work fast and with default settings. But the Visualization paper and the linear workflow tutorial focus on different parts of the options completely!
Also, is linear work flow something I should really try to master, or is it over my head? I'm not a full-time renderer. I don't want to create textures for every diffuse color I might use. I don't mind gamma correcting bitmap textures to .455. But if I create renderings for the web and for print, does it matter? I'm not about to buy calibration software/hardware. I've found that some of the magazine's art staff don't even know what the difference b/w file size and resolution is, let alone gamma. Is linear workflow more than most people need, or will my renderings look better to everyone? I don't care about physically correct images, I just want them to look good! But it makes sense that materials in my scene should resemble the textures I create them from.
Thanks,
Craig
I never know whether my materials are incorrect or my lighting. From Gijs linear workflow (and other) tutorials, it looks like I should override all materials to set up the lighting first, then turn on materials. But should I use 200, 200, 200 for the override material? What am I looking for in the lighting set-up? If I painted everything white in the real world and set up lighting to take a photo, it would look really bright even though the lighting was correct. So how can I use an all-white scene to set up lighting?
Also, the first image in the linear workflow tutorial shows a very grainy white image and then discusses 2 methods for correcting it. But when I use the low IR visopt, it's not grainy anyway. I don't really know whether to adjust the QMC sampler, the IR map settings, or the QMC GI subdivs.
I like IR map + QMC because it seems to work fast and with default settings. But the Visualization paper and the linear workflow tutorial focus on different parts of the options completely!
Also, is linear work flow something I should really try to master, or is it over my head? I'm not a full-time renderer. I don't want to create textures for every diffuse color I might use. I don't mind gamma correcting bitmap textures to .455. But if I create renderings for the web and for print, does it matter? I'm not about to buy calibration software/hardware. I've found that some of the magazine's art staff don't even know what the difference b/w file size and resolution is, let alone gamma. Is linear workflow more than most people need, or will my renderings look better to everyone? I don't care about physically correct images, I just want them to look good! But it makes sense that materials in my scene should resemble the textures I create them from.
Thanks,
Craig
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