View Full Version : Hue and Saturation in 3d
Hi after watching a Gnomon DVD
click on the link (http://www.thegnomonworkshop.com/dvds/jvi01.html)
I learnt that
Lighter Value meant
Less Saturated
change in Hue
Darker Value meant
More Saturated
Change in Hue
Then I load up a scene in Max but then I see it’s really just a change in value not in saturation and hue.
Does that mean I have to use 3 maps with differing Saturation and Hue? Then use a gradient falloff that reacts with light?
And Maya does not have a Falloff or Gradient map like in Max
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soulburn3d
12-11-2007, 02:46 PM
Yes, Value in all 3d apps and 2d apps is an actual value, it will make stuff brighter and darker, but not more or less saturated.
Quite a number of ways of doing this. First, the material method: 2 Maps should suffice, one more saturated, one less, place them into a mix map, then place in the mix slot a falloff set to shadow/light. Use the Color Correct plugin to saturate the map, that way you don't have to carry around two different maps modified in photoshop, and you can tweak the amount of saturation at anytime inside your shader. No idea how to do this in photoshop.
Second, you could try this with lights. Make your fill lights a more saturated color than your key lights. The method isn't as good as the maetrial method, but should improve your results.
Third, do it in the comp. Many compositing packages like digital fusion or shake has the ability to select only the darker parts of the image, and then perform an operation on them. So select the darker parts of your image, then tie that into a color correct that adds saturation.
- Neil
Then in Maya? Maya does not have a Falloff map.
soulburn3d
12-12-2007, 02:07 PM
Then in Maya? Maya does not have a Falloff map.
No idea I'm afraid, I've never done shading using maya's built in tools.
- Neil
tedious
12-13-2007, 02:31 AM
If I were you I'd just render straight into an OpenEXR file, and take-on any saturation tweaks entirely in post. Tone mapping after you render gives you more control over the look of the scene than just tweaking all the materials.
If you render in different passes, you could also use your occlusion or shadow passes as masks for areas that get a boost to their saturation, or de-saturate the highlights or brighter reflections.
-tedious
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