« Trouble Shooting Maya Mudbox Workflow (Part 2) | Main | TIF files and mental ray »

25/05/2009

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/services/trackback/6a01156fc44c77970b01156faf8e57970c

Listed below are links to weblogs that reference Colors are washed out with mental ray sun/sky:

Comments

Feed You can follow this conversation by subscribing to the comment feed for this post.

Do you know which is the preffered method for this solution?

I've noticed there is a differences between the framebuffer mode vs the gamma correct method. framebuffer looks more natural but there are a lot of people who like the other method, it's confusing.

Also, Maya swatches need to be adjusted with gammaCorrect nodes using the frambuffer .455 method and also file textures with Elliptical filtering used.

It depends on the scene and it’s components.
For example, I would use method 1, if my Shader has color values (not textures)

As for the other note, its under the developments consideration.
Cheers
Ash

u should be aware that using the frame buffer method you will get bad results in extreme shadowed areas. The values of the textures drop off to black resulting in graininess/incorrect result. safest method is to use a gamma node. This can be cumbersome but its reliable.

Yes, but is the light not natural using method 1?

I mean if you have a material at 0.5 grey it would scatter exactly half the light hitting it, however when you apply a gamma correct node to it, it will not scatter exactly the light anymore but rather a smaller portion. Using a gamma correct node would not be accurate if the color was supposed to be a 50% grey material in terms of light scattering when using a gamma correct node.

Are mental ray/Maya shaders not linear by default if just using color values?

If I create a linear texture in Photoshop at gamma 1.0, is any of this correction necessary?

i was a big fan of method 1 i found out that gamma correct nodes are affecting the FG solution in a way thy are not supposed to.
So KM is completly right.
here's some illustration for this issue:
http://forums.cgsociety.org/showthread.php?f=87&t=764761&page=5&pp=15

KM- I was wondering this same thing. Wondering if you have found an answer and if so can you let me know. I have my textures in photoshop and converted them to 32 bit and saved as .exr. (meaning they should now be in a linear color space) Therefore, I dont believe any extra gamma correct nodes are necessary. (please correct me if im wrong) I also think when ready to render out final images, the framebuffer change to 4 x 32 float with the default gamma of 1.0. Or is it 0.45? Also, get rid of any lens exposures cause you do that in post. Can anyone please confirm that this is the correct workflow?
Thank you.

How do you make realistic grass in Maya using Mental Ray?
I was using a grass paintbrush in Maya 2008, but I guess that Mental Ray doesn't recognize it because when i render out a scene the grass doesn't show up. Does anybody know what's the best way to make grass in maya using mental ray?

Maya2012, in the camera, in the mia_exposure node, change GAIN and GAMMA to 1.0
;)

Verify your Comment

Previewing your Comment

This is only a preview. Your comment has not yet been posted.

Working...
Your comment could not be posted. Error type:
Your comment has been posted. Post another comment

The letters and numbers you entered did not match the image. Please try again.

As a final step before posting your comment, enter the letters and numbers you see in the image below. This prevents automated programs from posting comments.

Having trouble reading this image? View an alternate.

Working...

Post a comment

RSS Feed

  • Subscribe

Google Search

Share

  • Bookmark and Share