overall VRay Gamma issue

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Old 07 July 2012   #16
Originally Posted by Hezza: Would I gamma correct reflection/refraction colour swatches/textures too?


The only thing you don't gamma correct is stuff like normal maps, bump maps, etc. And there is no need to gamma correct HDR and EXR images because they are almost always linear already.
 
Old 03 March 2013   #17
Hallo everybody,
I've just a little question about this thema:
Should I correct Gamma on a cube with red (Diffuse color)? I want to say, if I have a mesh with VrayMtl and color it red, this is all linear material and why shoud I correct it? Really would I apply a Gamma Correct to this material as .4545 as a sRGB texture (that is NON linear material)?
I'm very confused...
many thanks!
 
Old 03 March 2013   #18
Unhappy

Another important question is if we ha to make on CONVERTIMAGE TO sRGB FRO RENDERVIEW...
 
Old 12 December 2013   #19
Maya Vray Tutotial

I have written two different tutorials explaining interior lighting and studio lighting in maya for vray. It might help you!

http://www.yasushazush.com/maya-v-r...ing-nightlight/

http://www.yasushazush.com/maya-v-ray-rendering-basics/

Also never leave a HDRI intact as is, coz it will give you wrong result.
 
Old 12 December 2013   #20
Question

Your last point is interesting; could you elaborate on why you add a "texture input gamma" attribute set to sRGB on your HDRI?
Is it because you're not using a V-ray physical camera?

I've always just left the gamma of my HDRIs at 1.
 
Old 12 December 2013   #21
Originally Posted by Richard7666: Your last point is interesting; could you elaborate on why you add a "texture input gamma" attribute set to sRGB on your HDRI?
Is it because you're not using a V-ray physical camera?

I've always just left the gamma of my HDRIs at 1.


Even with using a Physical camera you shouldn't leave the HDRI as is. My understanding is that HDRI's gamma by default is 1 so that will make it 2.2. Perhaps someone with more technical knowledge can answer that. My solution comes after many many comparing and trying out. But Im sure the result is significantly different and accurate.
 
Old 12 December 2013   #22
You may be quite right, I've asked over on the Chaosforums to confirm, as it's not something I've ever done myself.
 
Old 12 December 2013   #23
I'm fairly rusty with v-ray these days but I wouldn't have thought you'd want to de-gamma anything that comes into maya as Linear (hdrs, 32 bit tiffs/exrs) as you will essentially be doing it twice.

You should be able to check easy enough with a chrome ball in your scene.
 
Old 12 December 2013   #24
Just got a reply from Vlado: As I suspected, an HDR/exr should not need correcting: it is already linear.

However, I use Peter Guthrie HDRIs which have an excellent range of exposure, so you may indeed need to fiddle with gamma and gain to get the look you want with some lesser HDRIs. But that's just artistic rather than a technical guideline.

But with a properly-done HDRI, something like one of Peter's, or Hyperfocal Design etc, no, it does not need correction.
 
Old 12 December 2013   #25
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