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andrewrpreza

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  1. In both renders, sub pixel mapping is enabled and clamp is set to 1.
  2. In my case, the don't affect colors being on is what gives me a less clean render...? In my original example, baking gamma is what gives me an overall cleaner look...
  3. The image was actually larger, I just cropped to the area of interest. Click the attachment and let the background gray out, If you still do not see the difference then you probably won't be able to help me regardless of image size anyways.
  4. I think render speed does differ, but I read somewhere that this is some sort of bug or something like that.....other than that i'm clueless and have never read anything related to the issues i'm having. as someone else said, I think i'll ask in the spot3d forums.. thanks for your replies though.
  5. No. I understand the LWF and know when double gamma has been applied. I'm sorry I used a small image as an example, but if you notice carefully...the gamma, or "brightness" is actually the same, the only thing that changes are the blueish pixels that have a higher intensity when the gamma is applied on the VFB (don't affect colors checked). To summarize, the overall look of the rendered images is identical, except that stray pixels appear when "don't affect colors" is checked and gamma is applied in the VFB.
  6. Ok I have this issue, I asked a few weeks ago and I didn't get a reply. The thing is that some noise becomes more apparent when I gamma correct instead of baking it directly into the image. Please look carefully at the attached image. They both were rendered with the exact same settings, except for "don't affect colors". The one on the left was rendered with adaptation only, with the sRGB button ticked on the VFB. The image on the right was rendered without the "don't affect colors" option ticked, and obviously the sRGB button disabled on the VFB. You can see noise becomes more apparent when applying gamma in the VFB. I get the same results when I bring them into photoshop. Shouldn't I get in theory the exact same results? Why does it differ? Thanks
  7. Thanks for your reply... I didn't render matte's though so I guess defringing wouldn't work since there are no transparent pixels. I ended up rendering non-raw elements and it added up correctly. Is there any other way that's a little more straight forward? AA filter? Thanks again!
  8. Hello, I've been rendering some stuff to the vray raw image file as openEXR and I can't get my render elements to look like my beauty pass. The problem is that some parts of my image have this weird white outline, other than that the image looks identical but I don't know what is causing this. It's not there on my beauty pass. You can see the problem in the attached screenshots, also my photoshop stack as you can see is nothing out of the ordinary, everything is setup correctly. I'm using a LWF with clamp at 1 and sub pixel mapping. Any ideas? Thanks
  9. hello, I have always worked in lwf but for the past few weeks I have been rendering 32 bit exr's and applying the gamma correction in post. I have noticed something weird though, when burning in the color adaptation into my image it looks fine, but when I tick the "dont affect colors" option in vray, I get this really annoying noise. I can't figure out how to get rid of it... Gamma is still 2.2 and every other single setting is the same. You can see an example here. Left is no color adaptation, with sRGB button ticked. Right is color adaptation without sRGB button ticked which in theory should look exactly the same. The grain is really fine and you can barely see it but it's there and it's annoying. Any ideas? At the moment I have been "degamma-ing" my EXR's in photoshop and it sort of works... but I want to work correctly. Thanks
  10. Gotcha, thanks for the tips guys... I think i'll just build generic stuff around since the actual surroundings on this particular client are almost poverty looking... not gonna look good in the render.
  11. Hello, This is more of a general question, I was wondering what do you guys do in these types of situations... Let's say your assignment is a house which is A) Surrounded by ugly stuff like old buildings that are decayed, or B) The house is actually in a flat piece of land, no trees in real life. What do you do in these situations? If you need to take "aerial-ish" views, do you create fake scenery even though its not there and it will never be? or do you just fade the horizon to white or something... I ask because a lot of my assignments are small buildings/houses and these are sometimes in poor areas of the city. Thanks
  12. Sorry I forgot to mention, I'm using Mental Ray. Not sure if that example is what applies to my case... Let me put an example: Imagine you are in a helicopter, filming a couple of high tower buildings below.... What method would you use so you could not see the artificial end of the world space? I've seen a lot of people avoid the problem all together and just go with the unrealistic way of having a square piece of land just floating in space. Then they apply a cartoon/sketch shader and thats how they justify it. I actually really really hate that. Thanks for your replies btw!
  13. Well I guess technically "seamless blend" and "covered up" are not the same, but they are still used to solve the same problem, right? For example, when talking about using fog/haze to cover up the horizon, a lot of places mention using camera effects/shaders to make it so the furthest point in the scene is hazy to the camera. I understand the concept... I just can't find a place that guides you through the process...
  14. No, yes... I know that. I'm talking about a seamless blend between the horizon and ground.
  15. Hello, This is my first post here, decided to join because i've been looking around on how to solve my problem and even though I find the "concepts" on how to do it, I still don't know how to approach it. I was asked to do a flyover on an apartment complex. My problem is that I can't find a good way to make the horizon infinite where it meets with the ground. As I understand it, the skydome method is quite antiquated and the common method today is to use a high res HDRI and just make the ground blend with it on the horizon by using falloff maps. So, does anyone have a link to a tutorial or documentation that explains this a bit further? This is an example on what I mean: Thanks for your time. -Andrew
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