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Sinew
10-22-2008, 01:06 PM
hey guys

im trying to get my head around comping images and i have a querry....

basically im just trying to rebuild the images that max spits out.

so i have this dead basic scene - two lights, two object, vray materials, rendered in vray

http://i5.photobucket.com/albums/y184/notamondayfan/help/Lighting_and_max.jpg

i have my render passes too..

diffuse -
http://i5.photobucket.com/albums/y184/notamondayfan/help/diffuse.jpg

rawlighting-
http://i5.photobucket.com/albums/y184/notamondayfan/help/raw_lighting.jpg

but when i multiply these together im not getting the same results as i should

diffuse multiplied by rawlighting-
http://i5.photobucket.com/albums/y184/notamondayfan/help/diffuse_and_rawlighting.jpg

when i render out the lighting pass its all fine-
http://i5.photobucket.com/albums/y184/notamondayfan/help/Lighting_and_max.jpg

i can see it must be my rawlighting pass which is causing the problems, but i cant seem to figure it out. ive tried all the settings i can think of.

i can comp the image with 1 light fine, but as soon as i add a second it blows out the rawlighting pass, which i guess is where the problem is. but surely if i multiply the rawlighting by the diffuse this should give me exactly the same results as the lighting pass?

if anyone knows what im doing wrong id love to hear from you!!

thanks, dean

Seraph135
10-22-2008, 05:52 PM
You have to render floating point passes for this to work properly.

Tim J

Sinew
10-23-2008, 12:47 PM
thanks for the reply tim,

im working in photoshop and the only way i can seem to get the correct results is render out as exr files, reduce the exposure of the rawlight pass (in this case to -1) so there is no visable white areas, then convert it to 16 bit, and then layer it ontop of my diffuse pass (also converted to 16bit) I also have to reduce the control render exposure too in order for them to look the same.

this seems totally wrong to me tho, as i may as well turn down my lights in 3ds max and render like.

btw your dvd is really good!! :D

Seraph135
10-23-2008, 04:26 PM
Your correct...As long as all values are below 1 then you could comp everything back together and get the correct result. However, that is almost never the case, and you shouldn't have to change all your scene lighting just to make that work. Your far better off rendering to floating point and doing the compositing with compositing software like Nuke, Fusion or Shake. I really don't recommend compositing in Photoshop. Its designed for image editing, not compositing. If purchasing a compositing app is not in your budget then consider downloading one of the free ones that are out there, or...If you only render passes that are going to be "added" together and not multiplied then you can still get away with Photoshop. You won't have the benifit of floating point, but you will be able to make the image look exactly like it did in Max. So no Raw passes.

Tim J

Sinew
10-23-2008, 08:18 PM
i guess ive been using photoshop simply because thats what the rest of the office is using. (i usually just model and texture you see so its all new to me! :))

by the sounds of it i guess its just a change of workflow rather than methods. here we will often make loads of changes to the passes, such as altering textures in the diffuse pass. I guess i could make those changes in photoshop first, then simply composite them in fusion afterwards.

i will give fusion a go, as they have a learning addition. wish me luck!!

Seraph135
10-24-2008, 04:50 PM
by the sounds of it i guess its just a change of workflow rather than methods. here we will often make loads of changes to the passes, such as altering textures in the diffuse pass. I guess i could make those changes in photoshop first, then simply composite them in fusion afterwards.

Or...you could make the changes in Fusion and not use Photoshop at all. Render an object or material ID pass and you'll be able to make changes very easily in Fusion. ;)

Good luck!

Tim J

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