yourfather Posted December 4, 2013 Share Posted December 4, 2013 Hi all, My bitmap woo texture looks great in the 3ds max material editor. But once I render it looks light. Much lighter I think it's gamma. Does anyone have any suggestions on how to get the wood texture to match closer to the material editor? Thanks, RS Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 A little more info about my setup: 1. On digital tutors the instructor said to change the gamma preferences to 1.0 2. Save the renders as HDR files His reason for this workflow was to take advantage of HDR dynamic range. He said never use 2.2 gamma when saving to the HDR format in 3ds max. But maybe I should just save my files as tiffs with a 2.2 gama. I think that would keep my textures and final render images more compatible? Thanks again, RS Link to comment Share on other sites More sharing options...
Guest calumreid Posted December 4, 2013 Share Posted December 4, 2013 Are you using Vray? What are your colour mapping settings? Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Hi Calum. I'm using mental ray. My color mapping settings? I never heard of that in mental ray. Sounds like it could be the problem. Link to comment Share on other sites More sharing options...
Guest calumreid Posted December 4, 2013 Share Posted December 4, 2013 Ah right, yeah sorry but im not that fluent in mental ray...first thing that comes to mind though is your exposure controls in environment and effects (press the 8 key)...seeing as you are going for linear workflow then i would assume that Linear exposure control (find it in the drop down menu) is what you need...maybe? haha im really not sure, just guessing! And yeah we work in 2.2 and save out to .tiffs Link to comment Share on other sites More sharing options...
Guest calumreid Posted December 4, 2013 Share Posted December 4, 2013 Or actually its probably "mr Photographic exposure control" you should select...have a play around and with them all and see what you get Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Yeah everything is pretty much standard in the exposure control. I'm using mental rays setting for daylight in door scene the exposure value is set to 10 and the contrast settings are 0 for highlight .7 for mid tones and 0 for shadows. Link to comment Share on other sites More sharing options...
Matt McDonald Posted December 4, 2013 Share Posted December 4, 2013 If your input gamma and output gamma are set at 1.0, your display at 2.2 and you are outputting to a 32bit file format (HDR, EXR) you need to apply a gamma gainer to your bitmaps and diffuse colors. Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Wow, ok so 1. Any bitmap even my bump and reflection map bit maps? 2. Any diffuse color, even procedural colors (even when I'm not using a bitmap for diffuse) 3. I should do this even though the bit maps look fine in the material editor? 4. What gamma should I set the gamma gainer to? I think if I do this the bit maps will appear "darker" in darker in the editor correct? Link to comment Share on other sites More sharing options...
Matt McDonald Posted December 4, 2013 Share Posted December 4, 2013 Follow the link below, it describes a couple of different gamma setups for MR and I believe answers all of your questions. https://area.autodesk.com/userdata/forum/1/14844_6fy3LuP7K8VVEoXAeDoY.pdf Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Thanks Matt. Can you please enlighten me on a current issue? 1. I am saving some Render Elements "mr A&D Diffuse Direct Illumination", mr A&D Diffuse Inderect Illumination" (and a few others) 2. When they save to disk and i open them, I just get extreme blacks and whites. Here are screenshots mr A&D Output Diffuse Direct Illumination mr A&D Output Diffuse Inderect Illumination mr A&D Output Reflections Rendering Link to comment Share on other sites More sharing options...
Matt McDonald Posted December 4, 2013 Share Posted December 4, 2013 the render elements are not affected by exposure control so you have to do exposure in photshop or whatever program you intend to do compositing. Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Thank you. Can you shed some light on these two points? 1. Do you know which render element gives you a plain diffuse without any lighting? 2. There seems to be no data in the Indirect Illumination element. My geometry is completely white. Link to comment Share on other sites More sharing options...
Matt McDonald Posted December 4, 2013 Share Posted December 4, 2013 render elements really aren't my thing but I think you want the output: diffuse direct and output: diffuse indirect. In general, the elements labeled output are the sum of the level and raw passes. Link to comment Share on other sites More sharing options...
yourfather Posted December 4, 2013 Author Share Posted December 4, 2013 Thank you Matt. You helped me out. I woke up to find my overnight render turned out not as expected. So before leaving to work i had to figure things out. And with your help, i was able to do so. I don't have a complete understanding of what went wrong but you got me out of a JAM. I thank you for that. My next step in 3Ds Max is to learn: 1. Why and when to change the gamma 2. Why and when to use HDR images during saving rendered files 3. Why and when to use render elements. Thank you again. Have a great day. Link to comment Share on other sites More sharing options...
blank... Posted December 5, 2013 Share Posted December 5, 2013 If anyone ever gets MR elements to behave i would like to know how you did it. If interested, you can read about my struggle with them (with no solution) here: http://forum.nvidia-arc.com/showthread.php?12246-What-is-the-proper-workflow-for-A-amp-D-render-elements Link to comment Share on other sites More sharing options...
Nic H Posted December 5, 2013 Share Posted December 5, 2013 switch to vray imo mental ray is redundant Link to comment Share on other sites More sharing options...
blank... Posted December 5, 2013 Share Posted December 5, 2013 switch to vray imo mental ray is redundant To each his own. I've tried vray, but it didn't agree with me. For me mental ray is more, what's the word i'm looking for, logical. And it renders faster. Link to comment Share on other sites More sharing options...
Matt McDonald Posted December 5, 2013 Share Posted December 5, 2013 If anyone ever gets MR elements to behave i would like to know how you did it. If interested, you can read about my struggle with them (with no solution) here: http://forum.nvidia-arc.com/showthread.php?12246-What-is-the-proper-workflow-for-A-amp-D-render-elements do you have filtering turned on in your elements? I think that might have something to do with your edges issue. Link to comment Share on other sites More sharing options...
blank... Posted December 6, 2013 Share Posted December 6, 2013 do you have filtering turned on in your elements? Yes, they are on by default. Link to comment Share on other sites More sharing options...
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