Maya 8.5 Sun/Sky Rendering Bad


#261

Okay, now you have really confused me!

Personally I just use this method:

Framebuffer gamma: .454
Lens gamma (mia_photographic): 1

This way there is no gamma correction nodes involved with textures which dramatically cuts down on workload and also gets rid of those annoying error messages when rendering. I only have to add gamma correct nodes with swatches which is no big deal compared to the amount of textures in a scene. Also…David Johnson discovered that textures blend differently when using different methods and that framebuffer does work the best.

http://www.djx.com.au/blog/2008/10/06/linear-workflow-and-gamma-update/

This is my take on it and it works for me, however the best way is to not use any sort of gamma correction until post and render to 32bit. That’s the “true” way I guess.


#262

hey,

I have been reading his blog, really great work. Have learnt a lot from it. Looked at the comparison he did between colour blending at 2.2, 1 and .454. I think its a great comparison but personally I think the light banding effect you get at .454 is undesirable. Similarly wouldn’t putting framebuffer .454 effect all bump/displacement/spec shaders as well ?

If the ideal workflow is .454 in mental ray I am prepared to be wrong and work accordingly !

I am just trying to bring out a ‘true’ linear workflow. Am used to working this way with renderman and as I am a film compositor have been dealing with this stuff in Shake and Nuke for many many years ! It just seems Autodesk is being very lax in their implementation and that there is a real lack of official information about this stuff !

PS I see he is from Melbourne as well ! Represent :thumbsup:


#263

OKe i got an other problem with the sky and sun.

I have an animation where a ship is sailing trough the ocean.
( just an normal ocean with wake and emiter)
When the ship sails it will give a foam trail, only here comes the problem.
everything is rendered correctly ( i setted the frame buffer) Only the foam isnt white but transparant grey or something like that.


i tryed with light linking, setting textures etc etc… how do i get this foam to the normal colour?


#264

With sun/sky you get much brighter illumination, and you rely on the exposure node to make it look right. The problem is that the foam is like a surface shader and is not affected by the lights, so it’s color value needs to be increased to bring it into the same exposure range as everything else. You can make the foam color super white. I just tried it with mia_exposure_photographic and a foam color value of 50000 looked about right, but it is very much dependant on how you have your scene setup, so just try some bigger numbers until it looks right.

– David


#265

Superb!!.. i was just watching a tutorial where they also explained that it was possible to crank up withe. i putted it to 20 now and it looks good :slight_smile:

great men thnx!


#266

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