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When Output Reinhard with slider at 100% to the left (expon.) is not enough

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12 years 2 months ago - 12 years 2 months ago #3950 by benkleiner
I am dealing with a white stucco 12 story building whith default vraysun/vraycamera/vraysky/slightly gray vraymtl.

I Run Solidrocks IM/LC_Vray2 setting/good/ Miniprev>AE>AWB>Reinhard 50%, but the result is extremely burnt!

Even moving the Output Reinhard with slider at 100% to the left (expon.) is not enough
When I change Col. Map to Exponential, it comes with Dark=1.0/Bright 0.5 and the result is very dark!!

What do I have to do next, please?

My 3ds Max is set up with GAMMA/LUT to linear(2,2, etc): Is that ok or am I duplicating the linear with the Solidrocks 2.2?

Thanx a lot
Benno
Last edit: 12 years 2 months ago by benkleiner.

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12 years 2 months ago #3952 by benkleiner
Hello!
Any living creature around, please?
Thanx

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12 years 2 months ago #3953 by subburb
hello !
Creature is back from 2 days in paris.. ;)

Have a look is SR in options panel, there's an option named :
AE/WB calc mode : Whole image or ignore alpha pixels.

That means that you have the choice between using all pixels to compute AWB, or only pixels wich are not transparent.

I think it can greatly help in your case.

note : to get even better result, you can compute awb, accept, then compute again, accept... each time the result is improved a bit until it become stable.

Hope it helps !
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12 years 2 months ago #3954 by benkleiner
Thanx Jerome, but :

What do I have to do in Tool options?
I have the "whole image" highligted, what is exactly what you are suggesting me to do?
Check or uncheck both options or what?
I do not get it !

thank you again

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12 years 2 months ago #3955 by subburb
Color mapping is NOT same thing than camera exposure.
The best way is to use a linear color mapping (or reinhard with linear 100%) to adjust your camera exposure correctly.
when it's done, you can introduce part of exponential to compensate highlights.

let's take an example on how these options works :
draw a sphere on fresh scene, put a vraysun(with sky), and a vrayphysical camera.

When you press AE button in SR, if option "whole image" is checked, then SolidRocks will try to compute the correct exposure using all the pixels of the rendered image. The sphere, but also the sky color/luminosity will be taken to compute exposure.

Now, check "ignore alpha pixels". Result if pretty different because the AE algorithm will note take in account the background pixels (the sky), as they are transparent (they have no alpha). in this case the AE is computed using only the pixels in the image wich represent the sphere.

Result is pretty different, depends if you use a background, or not. There's no rules, that's why i've made these 2 options. The best way is to try/cancel each one !

btw, just in case the AE tool gives not help:
classic camera settings for sunny exterior is fnumber 11, iso 100 and shutter speed 100
try Fnumber 8 for mixt exterior/interior and 4 for interior scenes. that's a good start.

Hope it helps !


Hope it helps !
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12 years 2 months ago - 12 years 2 months ago #3957 by benkleiner
Ooops!
I thought Solidrocks took care of the vraycamera as well, so I've always used default values with it!
If classic camera settings for sunny exterior is f-number 11, iso 100 and shutter speed 100
try Fnumber 8 for mixt exterior/interior and 4 for interior scenes, what for exterior at evening or dusk, please?
Last edit: 12 years 2 months ago by benkleiner.

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