davegreenwood
05-22-2008, 06:43 PM
I have read a lot on this forum about gamma issues using the physical sky, and while the threads about it are very informative, the solution offered is usually to de-gamma your file textures.
I've got another method, I don't think I've seen anybody talk about... here is a render from my set up:
results (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761010)
In simple terms , all your shaders in Maya are set up as 2.2 gamma, except for the physical sky, which is 1.0. So what you can do is add a gamma node to the sky and make it the same as everything else.
sky gamma (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261324960728354)
Then you have to go into the mia_exposure and set it up as a straight path through...
mia_exposure (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203262317098173778)
your render will be very bright with the exposure gain at 1.0. Compensate in the sky AE and set the multiplier to somewhere around 0.1, but you will tweek this according to the angle of the sun you have set, as its more or less bright depending on "time of day".
sky multiplier (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261324960728370)
I've put up the little file textures I use here:
file1 (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761042) file2 (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761026)
So you can set up your own scene. If you have a surface shader you can check your starting colour is the same as your render colour, by using the dropper in Photoshop. you can then use the same file texture in the colour slot of a regular shader, and tweek your sky multiplier until the values read the same...
This is not an ideal method, making everything Gamma1.0 is a better way, but the advantages are its simple, your swatches will make sense, and there are no third party shaders required.
Anyway hope it helps someone.
Dave.
I've got another method, I don't think I've seen anybody talk about... here is a render from my set up:
results (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761010)
In simple terms , all your shaders in Maya are set up as 2.2 gamma, except for the physical sky, which is 1.0. So what you can do is add a gamma node to the sky and make it the same as everything else.
sky gamma (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261324960728354)
Then you have to go into the mia_exposure and set it up as a straight path through...
mia_exposure (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203262317098173778)
your render will be very bright with the exposure gain at 1.0. Compensate in the sky AE and set the multiplier to somewhere around 0.1, but you will tweek this according to the angle of the sun you have set, as its more or less bright depending on "time of day".
sky multiplier (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261324960728370)
I've put up the little file textures I use here:
file1 (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761042) file2 (http://picasaweb.google.com/dgrnwd/Cgtalk/photo#5203261320665761026)
So you can set up your own scene. If you have a surface shader you can check your starting colour is the same as your render colour, by using the dropper in Photoshop. you can then use the same file texture in the colour slot of a regular shader, and tweek your sky multiplier until the values read the same...
This is not an ideal method, making everything Gamma1.0 is a better way, but the advantages are its simple, your swatches will make sense, and there are no third party shaders required.
Anyway hope it helps someone.
Dave.
