I have done some test renders to test the gamma in my renders. I have simple set up of of a bottle with a basic diffuse material. No textures i have tested the scans in the default scnline redndering engine and the vray engine .
To explain my intial set up so the rest can be understood. the 3dsmax output gamma is set to value of 1 and the vray gamma is set up to value of 2.2 . I thought this then output the value of 2.2 the final saved image
vray 2.30.01 for 3ds max 2013 x32
Francisco is correct mostly, saving to Exr is safe to have your floating point and output with correct gamma. Im going to throw in a technique I learned from Zac Arrato recently - which would otherwise be forbidden in vray 2.4 but hear me out.
If you are using max 2015 - Turn off your Gamma LUT in max, this will input all images at their correct gamma (2.2 for photos and 1.0 for photoshop images or bump maps etc). This will also give you a correct value in the diffuse color (and all colors in max). Set your vray color mapping settings to 'use linear workflow' (notice its not deprecated in vray3) and your mode to none (no gamma correction), set the output to 2.2. Check the sRGB button in the VFB to see the 2.2 output curve.
my current set up is to bring the images in 3ds max at 2.2 .I belive then 3ds max applies an an inverse of inverse of gamma. I have my vray engine set up to out put gamma at 2.2 to apply the gamma. I have not used a texture map on this process yet. i have not seen how this will affect the final render. As i will update my progress on this forum if my texture maps and scene are washed out .
Like they did in Maya? (You can essentially do that by turning off the LUT in max) I can see how it can be confusing to a beginner - we have all been there. I would have agreed with you about it being a legacy feature until I tried it (Zac also requested this be left in vray3 after speaking with Vlad). Which setup do you use Juraj? Also which max version? (Max 2012 I setup differently to this)
2ff7e9595c
Comments