Confirmation on the .255 settings

Hi

I must admit to getting close to understanding this fully but, would someone mind checking my settings so that I am not missing something fundamental ?

Thanks

N

looks proper to me…

i think i typically have ‘affect color selector’ ticked also. is this wrong?

I usually use linear multiply color mapping with gamma set to 2.2, is this incorrect also?

as long as you are saving as an 8 bit format. …though it will be mentioned that you are not getting the full benefit of float, but this is how i often work also.

Hmmm I tested this out… I get the exact same result (float, 16 and 8 bit) whether I use linear gamma set to 2,2, gamma correction set to inverse ,4545 or gamma correction set to 2,2.

Also, how does the change in the skylight affect these things? Does the .255 thing still count with the new system?

Don’t forget to reverse the polarity.

Please explain a bit more if you don’t mind. I thought this was the correct way to work (getting full float is important to me)

hahahaha :smile:

That’s madness cap’n! It could blow the chip apart!

ROFL

It’s the exact same.
Linear with gamma 2.2, or gamma corrections withn INVERSE gamma (1/2.2) @ 0.4545 is identical.
He could have used the last spinner, set at 2.2 for that matter…
IF he reversed polarity again :lol:

For the color swatches. he has rgp multi at 0.255 and gamma to 2.2 ? isn’t that double?
i always thought 0.255 is roughly the same as gamma 2.2 ?
any1 to shed some light on this ?

Also do you have to adjust the color swatch for reflection, refraction, etc and such ?

That’s what I thought.

What about the .255 thing? http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=17824

Wasn’t the sky was too dark in the older builds? How does that affect that method?

If you’re talking about the gamma value at the bottom of the VRayColor map then it doesn’t do anything when the gamma correction above is set to “none”.

.4545 is the opposite of 2.2 mathematically speaking. multiplying something by .4545 or dividing something by 2.2 gives the same result.

hmm starting to get clear. if you would use the vrayframebfr with sRGB on would be the same as the settings for colour mapping (gamma .4545 or linear 2.2)?

inverse gamma .4545 or gamma 2.2, yes.
However the sRGB button in the VFB is just for previewing while setting the gamma correction actually changes the final image

I’m sure this is simple but, if I apply the VRaycolor map to the diffuse slot of a shader - how do I then apply a bitmap ?

u can adjust its rbg multiplier in the output rollout of the bitmap.

go back to the original thread, there’s a script to set arbitrary (defaults to 0.255) multipliers for any type of map combination (in case the map is procedural, or complex, it throws it into an output map. if it’s a color, it creates the vraycolormap for you).

Ideally, the 1.5 final MIGHT not need the .255 expedient at all.
My suggestion is to try it out with a .5 value (double the sky intensity in the newer builds, double the multiplier, so to halve the resulting sky intensity).

I’m using this method for everything.

even interiors except that im using exponential colour mapping which just limits the brightness from washing out really