Hi there guys,
as far I can see there is plenty of confusion about proper lwf in Maya 2011 + VRay, even if the subject is pretty straight forward to understand how and why it works that way, things get a bit confusing when dealing with multiple solutions and opinions how it should be implemented across so many applications and versions.
In my understanding, you need to de-gamma all textures (99% are in sRGB color space) that you get from most sources (as with Gamma 2.2 in 3dsmax input bitmap dialog in the screenshot I attached in the 1st post) and then work linearly the entire pipeline, save the output images in linear/Gamma=1 color space and convert to sRGB during compositing for the final rendered output (still images or video).
The linear workflow button in VRay render settings tab for me it seems that has no effect, even if I read in the documentation that it helps to de-gamma old scenes that haven’t been set up with proper lwf.In the past it was essential to use the gamma node in Hypershade with 0.454 values in RGB and de-gamma all the input connections of image with baked in sRGB color space and this option would save you time and effort of doing so for every shader in the scene.
The affect swatches button, only affects the maya swatches depending of the type of color mapping it has been chosen and it is not the same as it happens in 3dsmax settings dialog above, where both swatches and color pickers are affected with gamma=2.2 and you can see the effect in the entire pipeline and you don’t work “blindly” as you do in Maya.
Maybe I’m somewhere wrong in all the above I’ve described, but that’s what sinked into my mind after many tests trying to find the “golden” convertion to match 1:1 with 3dsmax lwf as occurs with the settings in the screenshot.
Strob-
There a new script that will save you from a lot of manual labor for your lwf, instead of applying it manually one-by-one to every texture node.You need to disable it of course wherever you don’t need (displacement/normal maps)
http://www.creativecrash.com/maya/downloads/scripts-plugins/c/vray-gamma-correction
Metzger-
I understand fully what you do to have a proper lwf with Mary and Nuke, but for me everything becomes awkward and strange once again, after seeing that you use Gamma=2.2 in the linear multiply color mapping.Don’t affect colors makes sense for proper lwf,but why do you bake into the image output the sRGB color space, instead of leaving it 1 and using the sRGB button in VFB to preview your result, or instead (if you use Maya’s Frame Buffer) the option “Convert image to sRGB for RenderView” and lastly during composition in Nuke you apply the sRGB as most people recommend?
The release of the above script, which happened couple of weeks ago, made me realize once again that something I haven’t understood properly and keeps this confusion in my mind about lwf in Maya 2011 and VRay.
Thanks for the feedback guys