Nowhere in the LWF topic from throb or Gijs is suggested to calibrate your monitor to 1.0. They all say 2.2, that is why you will also set your max gamma to 2.2. If you would set your monitor to 1.0 then you should leave the max gamma also to 1.0.
What is referred to as linear workflow has gotten a broader meaning over time. Linear workflow means you keep your image data in linear space, but to view it correctly in gamma 2.2 space you must setup photoshop or whatever program you use. This should have advantages in manipulating images as suggested at aim dtp. If you don’t care about these minor photoshop issues (like me), you don’t have to work in linear space but you can still benefit from the gamma 2.2 thing. If you work directly in gamma 2.2 this means the gamma 2.2 curve will be burnt into the image (which is not the case in the real LWF). When I talk about LWF I actually mean that I use gamma 2.2 correction to my images.
So if you’re only interested in producing nicer lighting without the usual tweaks to brighten up interiors for example, you don’t really have to worry about all the calibration and profile stuff. All this is merely a side note if you wan’t to produce extremely correct colors.
So in order to benefit from the gamma 2.2, all you have to do is what juju said in his sum up: (step 1 isn’t even really necessary)
1) You should calibrate your monitor to 2.2 Gamma Workspace. This is independent of working in Max but relates to improving quality overall. Information can be found at the AIM-DTP website and is very worth taking the time to read.
2) Now for the workflow. Set ‘Max Gamma’ (under preferences) to 2.2. Set ‘Bitmap Input’ in same window to 2.2. Leave output to 1.0
-Bitmap input means that when you import bitmaps into your diffuse swatches, they will already be corrected to the new working space so that you don’t need to use ColorCorrect plugin on these particular materials. This is your choice - Flipside likes to not set the bitmap input to 2.2 cause he likes to manually use Colorcorrect on all his materials. I personally think it’s more work. *Just note that setting the bitmap input to 2.2 adversly effects HDRs/EXRs (if you plan on using them.)
3) Convert diffuse material slots to new workspace. It only takes a second or two for each mat. In each diffuse that you use, right-click your Diffuse vray color swatch and hit ‘copy.’ In the blank square next to it, click and choose ColorCorrect (a free plugin which you should install.) Paste the color you copied (right-click paste) into the the red ColorCorrect swatch. Set Gamma in this same rollout to 2.2.) Done.
4) Set ‘Color Mapping’ in Vray Rollout/Render dialogue to ‘Gamma correction’ Values should be ‘1 (dark)/.45454 (bright).’
5) Render your scene to Vray Frame Buffer (VFB), not the Max Frame Buffer. The VFB now displays the final image without having to change/add anything. If it is too dark, turn up your light multipliers and rerender.
This is actually what 3ddesign is doing too imo. He only does the whole calibration stuff with scanner and printer etc… Like said in point 1 of juju’s mini tutorial, “This is independent of working in Max but relates to improving quality overall”.
Old scenes should be fully converted to the new gamma 2.2 (color correct, lighting etc…). New scenes have no problem, you should only make sure that you convert your textures like explained (color correct plugin or bitmap loader). A hdri is usually 1.0 already, so doesn’t need a conversion. If you set your bitmap options to convert by default, you should make sure you don’t apply it to the hdri!