wayned Posted March 7, 2007 Share Posted March 7, 2007 I seem unable to maintain good levels of saturation between RGB image maps made in photoshop and rendered results using mental ray in 3d max does anyone have any ideas? Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 7, 2007 Share Posted March 7, 2007 Can you post as typical example and material settings. There are a few things that could be resulting in a washed out image, exposure control, diffuse level, glossies, lighting etc. JHV Link to comment Share on other sites More sharing options...
wayned Posted March 8, 2007 Author Share Posted March 8, 2007 Hi Justin I hope you can help with this one. I have attached material settings, exposure control, and daylight system. I am using a png for my image map, untouched daylight system settings and have had to tweek the exposure controls to get something more plausible. I have also added a brightness and contrast effect after B0.62 and C0.71 to bring the image up. If I tweek the colour balance effect I can't seem to affect the saturation. Any ideas greatly appreciated. WD Link to comment Share on other sites More sharing options...
Quique Posted March 21, 2007 Share Posted March 21, 2007 I had a similar problem recently with an exterior rendering using Mental Ray. In the past, using Architectural materials, I would adjust an intensity map, but now I'm using Arch & Design materials without such an option. I tried lowering the RGB offset value of the bitmap (in Output section) of my material and that seemed to help. I would suggest using negative increments of 0.1 and do some comparisons to see if this is a step in the right direction. Enrique Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 22, 2007 Share Posted March 22, 2007 First thing that I can see is on the Exposure Control, keep the mid level at 1, any thing higher washes out the mis tones. Second, load the Physical sky shader into the material editor and increase the saturation to get more colour. Third, Try to keep to Arch and Design materials, They give more control over the shaders. Adjust the diffuse level to "darken" the material. If you go to Master Zaps Blog, http://mentalraytips.blogspot.com/ there is a link to a PDF with a fuller explination on the A&D materials, Well worth a read. JHV Link to comment Share on other sites More sharing options...
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