Proper color mapping...working

Hello everybody,
Sorry for the posts, but I have had some probs with my provider.

Below are few pictures with different color mapping setups for this scene
http://www.volny.cz/mzmeskal/Table.rar

I am trying to figure which color mapping setup looks the most real, considering the color of the texture.

Any opinions, ideas which colormaping setup is used in which situations (exterior, interior, studio, etc.) are more than welcome.

Thanx, Martin






Your links dont work and you have posted the same post 3 time’s :?:

mzmeskal,

I get prompted for a username and password with Mozilla…if that’s any help.

I am trying to figure which color mapping setup looks the most real, considering the color of the texture.

Could you post an example of the texture?

here it is

Personally i like the second image the best.
can i just say i would put a slight chamfer on all the edges, just to pick up the Specular a bit …looks nice :wink:

Natty

I like the HSV Area 40 more, have the best range, contrast and its gives a scense of mistery on the dark side…

Gonçalo

second

second pic is nice…in the second place i will take the linear one too

more importantly mzmeskal, which one do you prefer ?

HSV looks more accurate to me, but i like the Exponential as an image.

me.. I like the HSV. I think that it shows in your images, the way they still have the richness of colour that the others don’t have.

Thanks for comments, for me the HSV is good cos it keeps the most of the color of the texture, on the other hand the exponential looks better. Maybe it could be a good feature if we could control the color mapping in some ways…logarithmic color mapping is missing. Just wonder how it would look in Vray.

All the edges on the model have fillets with 0,05mm radius just like in the real world… Thats the other thing…if you download the scene above, youll notice I have applied glossy map and bump map, however I tried to light the scene a bit more, but the specular highlights on the faces dont show…I might increse the reflection a bit and increase the glossiness…

HSV, Area and GI, a bit more reflective material…

mzmeskal,
Try a self-Illum bounce card or specular only omni light using Place Highlight to position the light to pick up those edges.

Only problem is that VRay Material doesn’t have fake specular hightlights, so you may also need to create a Shellac Material.

so is that …the min and the max …@ that #?

so is that …the min and the max …@ that #?

Deja Vu: I ll try that, thanks

Yukon_Cornelius: the number is intensity muliplicator of the light (area)

at the moment I use expo. very much.
My trick: I render the picture in openExr file format (64bit) and import it into photoshop in 2 variations.

First bright, much diffuse light.
Second, much contrast, more dark.
(same pic, different gamma and exp.!)

Then I compose it, and still have full control over it, without loosing quality.

In Animation I use only linear or i have to render at 16 bit color depth, else i loose contrast and therefor quality…

regards,

robert

Does Vray have a full precision output? In other words does it render out in HDR? I think that could be easier than undertaking these steps in photoshop…

HSV setup?

hELLO TO ALL!
Where do i can switch between linear, exposure and HSV.I try to find it under the g-buffer/color mapping parameter rollout but i can’t see it!!!

thanks in advance!

ah, i have the advanced 10903g Vray version (I don’t know if it matters but anyway here is!)

Hi,
I dont think that HSV exponential was implemented in G version, but otherwise, in the I and J version it is in the section “Color Mapping”, there is a slot that rolls down and lets you choose among Linear and exponential…