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Found 3 results

  1. Like you can see in the image, the beauty pass looks correct, but the render passes are too bright and the highlights are clipping. I always composite my renders the same way: - Refraction (Linear Dodge) - Specular (Linear Dodge) - Reflection (Linear Dodge) - Lighting (Linear Dodge) - Global Illumination (Linear Dodge) This usually works fine, but something is wrong. Also, the alpha channel is showing white and grey rather than white and black. Anything I put behind there in Photoshop comes out white, regardless of what colour it is. I'm exporting to a 32bit EXR, with no frame buffer settings changed. I'm not sure if it matters, but I use Reinhard colour mapping with a burn value of .05 because I prefer how it looks and have been reccomended it by other people. I've done 3 renders with Reinhard and the first one was fine, the second was slightly different and this one is much different. I don't know what I am doing wrong, I appreciate any help.
  2. Recently I came across an obstacle I don't seem to find a solution to. I'm making a photo-match using VrayMtlWrapper as material to receive shadows. When using linear color mapping with default settings - VrayMtlWrapper works fine. But as soon as I start tweaking burn and/or gamma settings I get strange results - VrayMtlWrapper is seen as some bright noise over background image. I really like the natural tone of light/shadows getting out of Reinhard set to B=0.25 and G=2.2 (learned from Peter Guthrie) as opposed to linear color mapping which looks more unnatural or too contrasted. Does anyone know how to combine Reinhard method (alpha 2.2) with VrayMtlWrapper to get propper shadow effect on background image without unwanted noise. See the attached pictures. other settings are: - overall gamma correction 2.2 - HDRI as texture on vray dome light as a light source (multiplier=1) - ordinary jpeg image as backgorund (environment slot) with gamma 1.0 - and color mapping / affect background = unchecked - vray physical camera - VrayMtlWrapper with alpha contribution = -1, matesurface=on, shadows=on Thanks, Tom
  3. Hi everybody, I have an interior scene with VRaySun and VRaySky and some Skyportals, I use a standard camera but with VRay Exposure Control in the Environment Dialogue and I render either with Gamma in the Color Mapping rollout set to 1.0 or 2.2 with the Don't affect colors (adaption only) option ticked. I like using the HSV exponential Color Mapping type because it brings back the blue colors in the sky and makes the antialiasing of the edges around very bright areas a lot smoother. But all these color mapping related things, Color Mapping (anyone that is not Linear multipy), Exposure Control, VRayPhysicalCamera messes with the pixel values and breaks the Linear Workflow right? So when compositing render elements or, render layers/passes these need to be disabled to keep everything linear in the compositor, right?? Thanks, cheer! //Kristoffer
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