I’ve been using the 2.2 gamma thing for some time now, but i deliberately avoid using the term LWF since i’m not sure if i am actually working in linear space.
To me, it’s a very simple thing.
1. My renderings were dark and i used all kinds of means to get light in there.
2. Whenever i tried increasing the gamma the whole image would end up getting washed out.
3. In order to compensate for this i applied gamma to all of my textures and colors, so i could get oversaturated images, which would end up looking normal once i increase the gamma on them.
Of course, I notice a lot of issues as a result of this, which i’m probably not attending to properly, especially since i am trying to work with floating point images. But the bottom line is - “i managed to get enough light in there, nuff said.”
What bothers me the most is that whenever i work with gamma of 2.2 my ies lights, and vray skies tend to look very washed out. I figure thats because they can’t be gamma corrected.
Why is this?
I can correct all the textures, otherwise they would seem washed out. The same goes for most of the colors, i can either use color correct or vray color and apply the desired gamma.
The only thing i can’t correct are vray sky, and ies colors.
Please take a look at these two images:
This one has the color temparature applied to an ies light. If i switch back from temparature to color i can read the color of that temparature in RGB. But i can’t correct it since it has no map slot (so i can’t use vray color or color correct).
The room is really… washed out.
But, what i can do is, read the RGB value of that color, and correct it in PS (apply the desired gamma).
The result is, proper… i think. This is how blue it actually gets when no gamma is involved - straight out of the box, gamma 1.


