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gustavljunggren

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  1. aaaaaaaand i figured it out... click and hold the force clamping button. somehow i must have chosen the questionmark force clamping tool by accident but now everything is working fine.... thank you again Francisco
  2. Thank you francisco but that leaves everything solid grey with white pixels in "the weird" areas. (Feeling realy stupid right now)
  3. hmm so while rendering out a test to post i realised that the saved image looked allright. But in the vray VFB it looks messed up: Must be some setting in the vfb i messed up
  4. I´m in the middle of upgrading hardware and therefor i havent been able to upload an image yet but will do asap. Regarding the HDRI settings i keep the gamma around .88 for this one so i don´t think thats the issue but i found this post http://forums.cgarchitect.com/69941-odd-colors-vray-frame-buffer.html from a while back where someone seemed to have the exact same issue and apparantly its a texture issue, however i dont understand how or why. The mtrls where the "blotches" keeps coming up does have a lot of texture-maps loaded but the amount of maps in a mtrl shouldnt really be restricted other than by RAM right?
  5. Yup thats pretty much how i see it aswell. White overburns are fine since im planning to correct them in post and i need really bright overburns (especially in metal reflections) for bloom and glare. The gamma of the hdri is set at around .84 in this case so i dont think thats the issue. I´m in the middle of uppgrading hardware and therefor i havent been able to post i screenshot but i will as soon as i can. Found a thread from a while back (http://forums.cgarchitect.com/69941-odd-colors-vray-frame-buffer.html) where someone had the same issue and in that case it seemed to have been a texture issue??? really not getting that but anyway... pics coming up
  6. Thanks for your reply Francisco. Im using a single HDRI for lighting. (Peter Guthries 1044 sky) My settings are nothing special. just for draft passes. i use adaptive DMC 1/16 with sample thresh at 0,02. linear color mapping with "dont affect colors" ticked. Brute force + LC GI. 20 brute force subdivs and 800 LC samples. All Vray mtrls with no extreme whites or blacks (White mtrls around 235.). Going with Reinhard and a low burn value fixes the problem as well but i really would like to try to keep it as linear as possible. But maybe youre right in going with reinhard and losing a little bit of depth wich i guess really wont matter that much in post anyway, it´s more about me being stubborn wanting to render unclamped and completely linear. i will try to post i pic of the weird areas later today
  7. BTW this was my first post so hello everyone
  8. So recently i´ve been having issues with weird pink, blue and green colors turning up in overburnt areas of an interior render. clamping output fixes it but i really want to render this scene unclamped for post-prod. purposes. im using linear multiply. I can render the scene underexposed (gets rid of artifacts) and correct exposure in post but i really want to try and render it out properly. Im sure this has been up before but cant seem to find anything about it so hopefully someone can help me out.
  9. Soooo. i think i´ve might have read about every tutorial out there regarding gamma correction and LWF using 3ds max and vray but i cant seem to get it to work. My renders keep turning out really dark. One way that seems to work is the(as far as ive heard the wrong) way of double applying gamma (might even be triple applygin), IE setting preferences gamma to 2,2 and bitmap in/out to 2,2- applying 2,2 with color mapping (Dont affect colors unticked) aaaaand rendering with srgb ticked. That way it looks right (with a slight S-curve added for contrast)but this surely cant be "correct"? What am i doing wrong??? apart from the obvious of course (First post btw so hello everyone)
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