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Backburner double correcting gamma on strip renders....


Tommy L
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Backburner double correcting gamma on strip renders....

when I send a render it looks fine on the nodes, but th process of compiling the strips and then saving the file burns in another gamma correction.

Im getting around it by clamping back twice in photoshop, which is stretching the colors way too far in 16 bit.

Any one know a fix?

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Tom,

 

You might try adding this to the 3dsMax.ini file on your renderfarm machines..

 

 

[gamma]

LoadEnableState=1

CorrectColorPickerState=1

CorrectMtlEditorState=1

InputGamma=2.200000

OutputGamma=2.200000

LUTFileName=

 

I haven't needed it since Max2009, as 2010 and 2011 I think are set to read the gamma settings off of the file by default. Though I have ran into a few problems if I don't have my gamma controlled the way Max thinks it should be controlled, but that is another story that needs more investigating.

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I would set the input/output to what you need, but I think the Load Scene State set to 1 means it will read the gamma settings form the file, and use those.

 

Also, I would set this in both the default Max directory ini and the user file directory ini for your slave machine login.

Edited by Crazy Homeless Guy
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No its advertising agency stuff, product. The concept is to morph products into cubes (gym shoes, sequin dress, gloves, purse). Its high res (8k) high poly, photoreal and changes constantly according to feedback from the art director. Im really enjoying it and it looks great, just wish I had longer than a week.

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  • 10 months later...
  • 5 months later...

I have scene setup with several objects with camera animation.

 

I am using FG and GI as indirect lighting. My FG and GI maps (already rendered after each 3 Frames). For single machine with my FG

and GI maps everything is alright. But with the same maps I am rendering with Backburner (multiple machines) there are some

gamma and flickering issues appear within render frames. What's the problem actual is? any solution Please.

 

Thanks.

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