Gamma in Alpha 5

Hey guys,

I can’t seem to find the gamma in the new alpha 5 version, is it the color channels output?

Gamma Settings are hidden inside the Corona Settings > About > debug. Do you are going to mess with gamma ?

While I have no reason to change the gamma it would be strange if you guys would start making these decisions for the user. Well in alpha stage, sure, do as you please but I hope this doesn’t reflect on how things progress once we get to pay for Corona. I remember a certain developer of a certain unbiased renderer threatening his paying customers with removing the option for ambient occlusion because he didn’t like the way some people used the AO pass.

No no no no no. Please do not do this, I work in a range of 1 and is vital to me that setting. Please do not do it.

I also think that you absolutely NEED to keep the value adjustable (there are people who either need or like to work in something else than 2.2), and that it should be exposed in the common renderer properties and not be hidden.
I for one always work in 1.8, going with 2.2 always looks wrong to me even if it’s technically correct…

I just hope people will stop touching gamma once some better contrast function is implemented :wink:

I would not count on that. As long as there are spinners and buttons, there are people spinning and pressing them :smiley:

But then why would you care? once you go commercial, will you be offering a flexible tool for artists or will Corona be a “statement” like some of the commercial unbiased engines that outright refuse to deliver if their unbiased core would be compromised in the process? I think it’s an important question and one I would like to have answered - migrating from a render engine to another is tedious work and I’m sure I’m not the only one who’s made bad investments along the way. I hope you understand where I’m coming from with this!

yes, the problem is that I just sometimes assume people use 2.2, and then when they would use for example 1.0, some unexpected bugs could appear

Ah, understood.

I use gamma 1 from the very beginning - process is adjusted and no hypothetical errors stop me. I categorically vote for gamma controler existence.

Control/Flexibility is always best. :smiley:

Or in the scene where lights or materials aren’t set up correctly. :wink:

I guess adding a levels- or curves-style post processing option would satisfy most users having this urge to experiment with gamma.

Just save in 32 bit format like open EXR and you are golden to work in post. But I do agree gamma is probably the most open talked about issue with 3D artists. I personally use 2.2, but a lot of Vray users are going with the set output to 1 and use the Frame buffer to make changes.

that can still be technically correct, but I just don’t like it, because it violates my workflow “first make the image photoreal, then make it pretty” :wink:

Sounds like you’re understanding gamma as an post-render thing only, while it actually has to be considered pre-render, when textures are handled with a correct de-gamma correction so they look correctly when rendered. That’s why you tell max what gamma you’re using so input values are passed correctly to the render engine. Am I getting this wrong?

Keymaster, I for one actually would want gamma to be a ‘variable’ throughout the whole renderer, otherwise you can prepare for seeing ‘bug’ reports because people actually need flexibility in all kinds of different workflows. While I realize the above posted paradigm is good (!), flexibility doesn’t automatically exclude this from being achievable :smiley: