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Found 4 results

  1. UPDATED! Hi all You may remember my PreRenderCheck script from a while back. It's now UPDATED (actually completely rewritten from scratch and greatly improved from the previous version) New feature – now with a User Interface and remembers your settings New feature – automatically applies the script for you to the “Scripts” > “Pre-Render” setting in the “Render Setup Dialog” New feature (Experimental) – never worry about 3ds Max Gamma settings ever again. Fixes the 3ds Max Gamma to a modern 2.2 LWF at render time* New feature – checks if you have the VFB Region Render Enabled (I don’t recommend using this as it may become annoying quickly) New feature – checks if the Max Frame Buffer is set to “View” (I don’t recommend using this as it may become annoying quickly) So we've all been there, click render and walk away from your desk, only to come back to something that is not your render. I wrote this little script to help prevent things like that. Here's a preview: and Use at your own risk and report bugs please. Get it here: http://mornestudio.com/prerender/ Happy Rendering!
  2. 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
  3. Hi, Now I am really confused. First of all... I know how to set up the lwf and a decent knowledge about it. But.. I was trying to find out some lighting tutorials for the interiors with completely artificial lights... but didn't found any with LWF. Now I've some doubts, may be you people could help.. (and I think this time I really needs the Expert's help:confused:) (LWF settings: max gamma:2.2, input and output:1, (with the texture input override with gamma 2.2) affect color and material: yes, color mapping: linear with gamma:2.2 and "don't affect colors" option ticked.) 1. Is the color mapping options works with lwf?? I don't find any difference by using different options...! 2. many people says that "don't affect color" should be on for more details. is it true? what exactly it do? 3. Why don't I found any good tutorial on it? every other tut is based on LWF basically on a day time. 4. Even the evermotion site tut (http://www.evermotion.org/tutorials/show/7900/making-interior-scene) is not using the LWF. another: http://www.3dtotal.com/forums_frameset/index.php?e=http://www.3dtotal.com/tutorial/3d_studio_max/bedroom_white_and_wood_scene/bedroom_white_and_wood_01.php If it is a so good option then why not they are using it for their scenes? and yes ... I do not see much color bleeding in their images. How did they manage it? with override mat??? I doubt it. 5. Is there is any need for AO pass in interiors? if yes how can we achieve it without having any environment? 6. Again ... is it really good option to use it in the given case...... or should I switch over to normal reinhard etc for the interiors??? There are a lots of question are running in my mind. But please help as I starts using the LWF but could get the decent result with it in interiors with artificial lights.
  4. After spending a lot of time with LWF, trying to get good results & and wondering if LWF was just another way to disrupt the workflow. I have just had an alternative idea... Instead of reducing all the materials RGB Values to 0.255, I just tried reducing the main direct light power to 0.255, and the GI skylight multiplier to 0.255, so changing 2 values instead of hundreds. Turned on the srgb, in the vfb, altered the exposure +1 stop, and tweaked the curves and Hey Presto the results looked ok, It was a real simple scene, so cant be too sure if its exactly the same results as the long drawn-out LWF method.. I can be damned if I am going to convert the scenes rgb values back to 1.0 without an automated script to test it out on a complex scene. But in theory lights with such a low power as 0.255 should render quicker than lights with power set at 1.0. Can anyone else out there test this on thier standard setup files and post results & opinions Cheers
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