how many use LWF

hello all

I would like to know how many of you work in LWF?
I use it, but I am unsure if it’s necessary?

some weeks ago I gave out a job to a renderfarm and the guy said I am the only guy in the world who renders like that…!
the problem was the “input gamma 2.2” that doesn’t load with the scene. so the guy there had to configure all max input gamma by hand on 140 renderslaves. is there a workaround for that?

because it’s years ago when I was reading about the LWF I don’t know what are the benefits of it anymore. :slight_smile: anyone?

if I have to convert all the new scenes to normal settings without any gamma correction (no LWF) is there a way to automate that?

if it’s not possible does save to *.exr helps to render things without LWF? I ask this if I have to render more jobs on a renderfarm and they cannot configure it without changing all the machines by hand. because if the input gamma is not set to 2.2 then the renderings looks washout.

thanks in advance for helping me out.

best regards
themaxxer

If this was a network render job, it really shouldn’t have made 1 bit of difference what the nodes input gammas were set at. I just checked my other render node, and it is still set at default, even though I do all my work in between gamma 1.8-2.2. It works both with distributed rendering and backburner jobs.

So I don’t think your render guy had his facts straight.

Previous versions of 3dsMax where not storing the gamma information with the file… so if he worked 2.2, saved the file and sent it to someone else, opened it, it did open with default gamma 1.0.
So the renderings were probably all wrong. But once sent by the machines, all nodes are adapting.
( oh yes, to answer the question, I use it..)

*slowly raises hand*

I use it.

The original idea AFAIK was that most render engines give faster and cleaner output if you avoid dark colors and low light areas. So, by adjusting the gamma settings you force a shift towards light and easily get rid of all or most of those problem areas in one swipe without blowing out your brights. But then you want to use a linear file format so that you can non-destructively post-render adjust the image back to your desired output.

I dont use it anymore since i have discovered reinhard color mapping at about 0,3 makes the images look identical to the LWF images without all the extra settings.

LWF all the way here including comp. and it does make a whole lot of difference for various reasons (both render and comp-wise)

And havent had issues with Input Gamma settings so far.

Regards,
Thorsten

LWF right up to major retouching/compositing in Photoshop. I like the flexibility of make exposure and large colour shifts without breakdown. It’s a huge bonus when you need it, although most of the time it’s probably not essential.

Better to have an not need than and not have… For me anyway.

b

yes I agree.
I remember years ago setting up the farm and configuring all the .ini files on each machine so that the gamma settings were all right, but in later versions I haven’t touched those horrible files for ages, and network rendering is absolutely fine…!

And yeah, always LWF for me, also in the comp and in the render…

Always. It’s the only way to fly.

Wonder how many posts there has been about LWF on this forum… :slight_smile:

LWF all the way :sunglasses:

Lwf just started using it too after i purchased “the vray book”

Only for certain jobs (green screen/heavy comp animation) - doesnt make the slightest bit of difference for stills and full frame ani’s so long as your image looks good.

We’ve probably used it twice in over a year.

I don´t use it. Log. Exposure all the way !

so many thanks for your answers! great! :slight_smile:

so the question is, does it render quicker than without LWF?

best reragrds
themaxxer

I can give you the theory (but not the practice). :slight_smile:

LWF is supposed to produce lighting that is closer to physically correct.

If you have two lights with (linear) intensity 0.18 (0.463 sRGB, RGB 118 118 118) hitting a surface, the total light contribution is 0.36 (sRGB 0.635, RGB 162 162 162).

If you’re not using LWF, the sum will be sRGB 0.926 (twice 0.463), which corresponds to a linear intensity of approximately 0.84.

I use it. For me LWF gets more light inside buildings, so there are less lights required than lighting the old way. Less lights = quicker render times.

Wow a lot of disinformation. I’ll correct some misconceptions.

The original post that started it all on this forum was by Throb. Other people in the industry that were familiar with his technique contributed to that thread and it grew extremely large and ended up getting very confusing. I was the first person to ‘simplify’ the whole process in that thread then it spawned other people ‘trying to teach others’ without properly understanding the underlying mechanics themselves.

The whole point to LWF is that most other applications (and real physical cameras) work in a certain Gamma space. 3dsmax by default does not by default. So when you import textures and colors they come out wrongly colored/lit due to these discrepancies between programs, cameras, monitors (which most people who don’t understand how the process works miss), and even operating systems.

LWF attempts to make certain that all colors, textures, and the lighting systems you are working with work within one single space versus many - that’s where the term ‘linear’ comes from.

The ‘side-effects’ of LWF is that you generally end up getting faster rendering times, more accurate color matching, and more accurate shadows and falloff.

Nice one jujubee. That’s a good clean explaination.

I’ve been using lwf for 2 years, right from the first time I came to vray from brazil.

I can’t add anything more to jujubee’s info, but it’s safe to say I’m a big fan! And the last two companies I’ve worked for have adopted lwf company wide.

I use it daily. Try to match a Maxwell rendering without it, it’s tough.

I use it on almost every project.

But I still have to tweak it with a black level correction because no matter what I do, a straight LWF image looks slightly washed out. I find that pushing the black level to +0.02 give the image back some bite that it was missing.