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question about tv screen material


SgWRX
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i'm rendering with mental, but not a mental ray material. practicing my global illumination. so, the image below shows a few attempts at getting a nice bright tv picture simulation without being washed out etc. it also shows the "original".

 

i attempted to adjust the bitmap with the output curves, adding a point in the middle of the curve and dragging it down, that seems to have helped the overall richness of the photo in the scene, but it's just not like the original.

 

self-illumination doesn't seem to help. i've played with RGB output and RGB offset but it tends to make the image look chalky.

 

any suggestions?

 

thanks!

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Which max version?

9 sp2

Exposure control?

log

brightness: 65

contrast: 50

midtones 1

physical scale 1500

exterior daylight

 

Using a proper Gamma workflow?

no - come to think of it, i remember reading about gamma for bitmaps. that's going to help i think.

 

What material? How is this applied?

As a diffuse texture, or self illumination texture?

mutli-subobject, standard material, diffuse color.

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my advice to u is this

 

1. look for a pic taken of a TV screen. most likely it will be more convincing, especially for its content if not for the colours and such

 

2. if not then blur and contrast your own pic. take a pic of your tv screen and ull see its very blurry and alittle blueish, so blur it up!

 

3. u can use a very dim & blueish standart spot (better rectangle) to add that effect of light coming out of the tv (which does happen in reality)

this can relpace or be combined with self illum and create a very convincing effect with very little effort or "damage" to render time.

this will be very effective considering u have a wall and a counter next to your tv set.

 

thats it, good luck

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