robkar97 Posted February 3, 2008 Share Posted February 3, 2008 I find that textures, especially lighter ones, gets washed out and milky with the default settings for mr photographic exposure control. Pure colors, like r=1.0, g=0.0, b=0.0 looks ok, but r=1.0 g=0.5 b=0.5 looks very different in the material editor and the renderings... If I pull the "midtones" down all the way to 0.5 (from 1.0) I get better results, but this seems very drastic (?). Then the darker details tend to get too dark :-) The manual says that no gamma correction should be needed if using mr photographic exposure control. Tweaking every single map using the output options also doesn't seem like a good approach. Anyone sharing this experience? All the best Robert Link to comment Share on other sites More sharing options...
MasterZap Posted February 3, 2008 Share Posted February 3, 2008 This is a gamma issue; you need to de-gamma your textures using the input gamma in the file dialogs. The manual says that no gamma correction should be needed if using mr photographic exposure control. That's wrong, I really hope it doesnt say that; I would have to talk to the doc people! Gamma + the logarithmic control is asking for trouble, though. /Z Link to comment Share on other sites More sharing options...
robkar97 Posted February 3, 2008 Author Share Posted February 3, 2008 Thanks for the input Z. This is a quote from the 3ds max 2008 help (Arch + design material): "Note: When using the mr Photographic Exposure Control, the need for gamma correction is largely replaced. Use either gamma correction or the mr Photographic Exposure Control, but not both." What kind of gamma setup do you recommend? Using LUT or simply a float value? Robert Link to comment Share on other sites More sharing options...
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