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16 years 6 months ago #475
by glorybound
SR Render was created by glorybound
Here is one I just completed using Solid Rock. Solid Rock is a must have!
www.whitebirchstudios.com/public_share/n...dic_bay_lake-web.png
Thank you,
Bobby W Parker
www.whitebirchstudios.com
www.whitebirchstudios.com/public_share/n...dic_bay_lake-web.png
Thank you,
Bobby W Parker
www.whitebirchstudios.com
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16 years 6 months ago #480
by subburb
Replied by subburb on topic Re:SR Render
woaw ! i've seen this pic somewhere in other forum
Excellent work. Did you use gamma things ?
Excellent work. Did you use gamma things ?
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16 years 6 months ago #482
by glorybound
Replied by glorybound on topic Re:SR Render
Gamma thing Do you mean LWF? My MAX is gamma 2.2 and v-ray color mapping is also 2.2. I darken all my material's output to .255 and use v-ray color material with gamma 2.2.
Thanks for the reply
Thanks for the reply
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16 years 6 months ago #484
by subburb
Replied by subburb on topic Re:SR Render
ok noticed...
I've posted a new build since 5 minutes. 0.52
improved gamma handling in this build.
see private section - new builds for more info.
mainly, the gamma tool in SR works as following :
Let's say you need gamma 2.2 to your scene :
check On gamma correction in Sr.
This will activate gamma/lut in max.
At working time (while working on 3D scene and materials), SR will apply gamma as following :
- Max gamma : 2.2
- Max input gamma 2.2
- Vray colormapping gamma value : 2.2
Like this, material editor reflects in a correct way the gamma values.
But, at render time, SR will change things just before render (and restore them just after) like this :
- Max gamma : 1.0
- max input gamma 2.2
- Vray colormapping gamma value : 2.2
I hope that, now, you don't have to apply a 0.254 to your mats to compensate the double gamma in max.. perhaps can you have a try and tell me you first impress ?
If you're using Max VFB, the Max vfb after render is NOT gamma doubled. (except if you copy it or zoom in.out). With this method, non-power users can save safely their render without having to override gamma value option at save time.
This helps a lot users wich want to use a linear workflow but are confused by gamma settings...
I've posted a new build since 5 minutes. 0.52
improved gamma handling in this build.
see private section - new builds for more info.
mainly, the gamma tool in SR works as following :
Let's say you need gamma 2.2 to your scene :
check On gamma correction in Sr.
This will activate gamma/lut in max.
At working time (while working on 3D scene and materials), SR will apply gamma as following :
- Max gamma : 2.2
- Max input gamma 2.2
- Vray colormapping gamma value : 2.2
Like this, material editor reflects in a correct way the gamma values.
But, at render time, SR will change things just before render (and restore them just after) like this :
- Max gamma : 1.0
- max input gamma 2.2
- Vray colormapping gamma value : 2.2
I hope that, now, you don't have to apply a 0.254 to your mats to compensate the double gamma in max.. perhaps can you have a try and tell me you first impress ?
If you're using Max VFB, the Max vfb after render is NOT gamma doubled. (except if you copy it or zoom in.out). With this method, non-power users can save safely their render without having to override gamma value option at save time.
This helps a lot users wich want to use a linear workflow but are confused by gamma settings...
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