Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: ecximer on 2014-12-14, 12:56:42

Title: Please return spinner "Gamma"
Post by: ecximer on 2014-12-14, 12:56:42
Please return spinner "Gamma", even if hidden with access via maxscript =(
Title: Re: Please return spinner "Gamma"
Post by: maru on 2014-12-14, 13:15:56
What for?
(http://img3.wikia.nocookie.net/__cb20100702163511/nonsensopedia/images/7/73/Trollface.png)
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-14, 13:40:20
So more flexibly...

PLEASE...
(http://cs9589.userapi.com/u44685819/155282144/q_d3530913.jpg)
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-14, 16:10:45
gamma was removed because it was not working anyway lately, and having separate gamma controls from 3dsmax was confusing. Also removing it speeds up image saving by 100% :D
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-14, 18:56:45
Quote
having separate gamma controls from 3dsmax was confusing
Personally the separate Gamma never misled me.
Quote
image saving by 100%
About what You?
Title: Re: Please return spinner "Gamma"
Post by: cecofuli on 2014-12-14, 19:23:15
I think, saving .png, .exr etc... from frame buffer
Title: Re: Please return spinner "Gamma"
Post by: kregred on 2014-12-14, 22:55:40
Please return spinner "Gamma", even if hidden with access via maxscript =(
+100!+500!!
Please turn gamut back in debug menu. Many people always use it in their works. These who don't use it can simple skip this option. For example, I always use it in the each my project and if this option there won't be in next releases then my work will become to be very uncomfortable. Does user need a stripped-down tool?
Title: Re: Please return spinner "Gamma"
Post by: snakebox on 2014-12-15, 00:38:44
Please return spinner "Gamma", even if hidden with access via maxscript =(
+100!+500!!
Please turn gamut back in debug menu. Many people always use it in their works. These who don't use it can simple skip this option. For example, I always use it in the each my project and if this option there won't be in next releases then my work will become to be very uncomfortable. Does user need a stripped-down tool?

I don't understand..  why is this not done in Post? why are you tweaking your gamma in the frame buffer anyway?

Anyway, leave gamma out of it, no one needs it :P  just to go against the grain! haha
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2014-12-16, 07:14:24
Please return spinner "Gamma", even if hidden with access via maxscript =(
i agree!
because without gamma now need to always do post-processing. Contrast is not as useful for obtaining the desired result.
Title: Re: Please return spinner "Gamma"
Post by: Stan_But on 2014-12-16, 16:29:17
Please return spinner "Gamma", even if hidden with access via maxscript =(
+100!+500!!
Please turn gamut back in debug menu. Many people always use it in their works. These who don't use it can simple skip this option. For example, I always use it in the each my project and if this option there won't be in next releases then my work will become to be very uncomfortable. Does user need a stripped-down tool?

I don't understand..  why is this not done in Post? why are you tweaking your gamma in the frame buffer anyway?

Anyway, leave gamma out of it, no one needs it :P  just to go against the grain! haha

By the way, maybe just place Gamut into Exposure and color mapping?
ps: As for me I don't touch default 2.2
Title: Re: Please return spinner "Gamma"
Post by: Juraj on 2014-12-16, 16:40:13
Gamma as post-production contrast altering tool is just poor mid-tones affecting curve. I would be vary of incorporating something as confusing as that, since gamma is foremost used for different purpose than post-production inside Render controls.
It could be in frame-buffer, if it would be clearly in post-production section, but rather not in Main UI.

Have a look:

(http://upload.wikimedia.org/wikipedia/commons/5/5a/Gamma06_600.png)
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-22, 11:00:11
Well and as it is possible to set up materials in gamma 1, no shit it isn't visible...?
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-22, 11:27:50
Well and as it is possible to set up materials in gamma 1, no shit it isn't visible...?

You have probably incorrectly set up 3dsmax - you need to fill 2.2 everywhere and check all checkboxes in the gamma/lut config
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-22, 13:07:06
You have probably incorrectly set up 3dsmax - you need to fill 2.2 everywhere and check all checkboxes in the gamma/lut config
Why incorrectly?
According to Your advice I switched off gamma, for operation of VFB in gamma 1.
Title: Re: Please return spinner "Gamma"
Post by: juang3d on 2014-12-24, 16:09:15
@ecximer

Why do you need the gamma spinner?

The gamma should be set at 2.2 for work, and if you render in full float you will get an untoned exr image, after that apply your gamma in comp, since you have a full float image you can do whatever you want.

You should not be playing with gamma for correcting the render IMHO, you should get a linear full float image to work in comp.

Master Zap did a great post about this some years ago.

Cheers!
Title: Re: Please return spinner "Gamma"
Post by: kregred on 2014-12-24, 16:58:49
@ecximer

Why do you need the gamma spinner?

The gamma should be set at 2.2 for work, and if you render in full float you will get an untoned exr image, after that apply your gamma in comp, since you have a full float image you can do whatever you want.

You should not be playing with gamma for correcting the render IMHO, you should get a linear full float image to work in comp.

Master Zap did a great post about this some years ago.

Cheers!
It's possible to write a lot about gamma 2.2, and that it's the only one correct. But not everyone works by-design and it's incorrect to fit everyone in one size.
I don't work in 2.2 (and ecximer also doesn't), but now I have to change my workflow. For example, the latest gif I posted above is made in gamma 1.4, and I can't achieve the same result in latest builds. That leads to the need of post-processing and excessove manipulations... what for??
It's much simpler to leave the switch in settings, and don't make life harder for users. That would be their choice in which gamma to work.

But please don't tell me that it's only correct to work in 2.2 - there are many opinions about this.
Our betatesters group is discussing this question quite frequently, and there is still no consensus about this. But anyway, it's the final result what is important, and not the correctness of it... the most important is the result - that's why I ask to return the gamma in setting.
And newbies won't find it anyway. Btw, other renders all have gamma settings, isn't that proof enough?
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-24, 20:15:23
kregred, +1
for me, "work in gamma 2.2 only" = "warm lamp sound"
Title: Re: Please return spinner "Gamma"
Post by: juang3d on 2014-12-24, 20:41:01
Ok, I understand you have different workflows, but then why don't you make yourself a macro script or a script that enables you to change the gamma in a general way? Not just for corona but in max in general.

Because now you can change your gamma settings in max, I understand it's difficult to change it now because it is inside settings, but you can do it.

I'm out of my computer until late next week but I'll try and check if I can do a script that enables you to change the max gamma when you want.

Anyways as Keymaster said, handling the gamma himself makes the file saving slower (or the framebuffer handling, I'm not sure about what was slower), but you can handle it from max.

Merry Christmas to everyone who celebrates it!

Cheers!
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2014-12-24, 22:08:29
I agree with Kregred! I don't understand how the gamma parameter can spoil the render.
Many who heard about it (from future customers) write to me that a very saddened by this fact ...
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-24, 23:06:01
It's possible to write a lot about gamma 2.2, and that it's the only one correct. But not everyone works by-design and it's incorrect to fit everyone in one size.
I don't work in 2.2 (and ecximer also doesn't), but now I have to change my workflow. For example, the latest gif I posted above is made in gamma 1.4, and I can't achieve the same result in latest builds. That leads to the need of post-processing and excessove manipulations... what for??
It's much simpler to leave the switch in settings, and don't make life harder for users. That would be their choice in which gamma to work.

But please don't tell me that it's only correct to work in 2.2 - there are many opinions about this.


The problem is that gamma is just not an artistic control tool - it HAS to be used in some way, otherwise your workflow will be ruined. Yes, jpegs have to have 2.2. Yes, you can use 1.6 to get more contrast. But this is deliberately lying in the image format. It will eventually cause troubles.

Example1: HDRs vs LDRs. Say you apply gamma 1.6. Then one day you want to save an EXR. EXRs are without gamma - so do you leave gamma to 1.0? That would erase your gamma postpro effect. So actually you would need to apply some gamma <1.0 to get the same effect for EXRs as applying gamma <2.2 for JPEGs. This gets ugly quickly.

Example 2: Misinformed/outdated tutorials on the internet claim "mac has gamma 1.8", or "LCD monitors have gamma 2.4". While that may be true (in some totally irrelevant sense), it may fool people into thinking they should change gamma in every scene to make it "more correct", while in the reality, the way 3dsmax is implemented, ONLY 2.2 is correct (because it specifies the gamma of the output color space, not any hardware - OS handles that for you).

This is using tools outside its intended purpose, as hacks. It caused some bugs in Corona with 3dsmax, with different frame buffers and render elements, so I have taken it out. Plus to control gamma, I had to actually first remove the 3dsmax gamma, then apply Corona gamma, resulting in longer save times.

Now, I am not saying some gamma-like control could not be added - but it should not be named gamma, but rather something like "midtone balance", with default 1.0, applied both to HDR and LDR indiscriminatively.


I first encountered this gamma stuff when doing this image:
(http://features.cgsociety.org/newgallerycrits/g10/258310/258310_1190554279_large.jpg)

I was trying to match my real world compter. But for some unknown reason, I was unable to get any light inside of the case - either it was too dark, or everything else was overbright. I tried different tricks, invisible lights, removing glass, increasing GI amount > 1.0 (gotta love vray ;)), but nothing looked remotely right. Then I discovered the linear workflow tutorial, set it up, and BAM, everything was exactly like in reality. Of course, I thought, everything around was too washed up, unrealistic, etc. I wanted to go back to 1.0, but I had to stick with gamma 2.2 to match the reality inside the case. By the end if the project, I would never go back to 1.0 workflow.

I know I won't convince you, nobody is obliged to use only physically correct workflow - but IMHO you cannot go wrong by sticking to it, and deviating only as little as possible ;).
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-25, 12:33:59
My God, call it whatever you like this option, only return the opportunity to use them. Once again, I want to emphasize: let it be the hidden (noob will not know about it), while others will adjust the gamma AT YOUR OWN RISK. I now have a hell without him.
Title: Re: Please return spinner "Gamma"
Post by: antanas on 2014-12-25, 12:38:40
My God, call it whatever you like this option, only return the opportunity to use them. Once again, I want to emphasize: let it be the hidden (noob will not know about it), while others will adjust the gamma AT YOUR OWN RISK. I now have a hell without him.

Ermm - perhaps http://www.monotoneminimal.com/vfb ? + it got nicest bloom and aberrations filters not to mention firefly reduction which works like a charm ...
Title: Re: Please return spinner "Gamma"
Post by: juang3d on 2014-12-25, 12:53:00
But why don't you work with max gamma? If it's hidden it's the same as working with max gamma...

Cheers!
Title: Re: Please return spinner "Gamma"
Post by: snakebox on 2014-12-25, 13:42:59
It's possible to write a lot about gamma 2.2, and that it's the only one correct. But not everyone works by-design and it's incorrect to fit everyone in one size.
I don't work in 2.2 (and ecximer also doesn't), but now I have to change my workflow. For example, the latest gif I posted above is made in gamma 1.4, and I can't achieve the same result in latest builds. That leads to the need of post-processing and excessove manipulations... what for??
It's much simpler to leave the switch in settings, and don't make life harder for users. That would be their choice in which gamma to work.

But please don't tell me that it's only correct to work in 2.2 - there are many opinions about this.

I first encountered this gamma stuff when doing this image:
(http://features.cgsociety.org/newgallerycrits/g10/258310/258310_1190554279_large.jpg)

I was trying to match my real world compter. But for some unknown reason, I was unable to get any light inside of the case - either it was too dark, or everything else was overbright. I tried different tricks, invisible lights, removing glass, increasing GI amount > 1.0 (gotta love vray ;)), but nothing looked remotely right. Then I discovered the linear workflow tutorial, set it up, and BAM, everything was exactly like in reality. Of course, I thought, everything around was too washed up, unrealistic, etc. I wanted to go back to 1.0, but I had to stick with gamma 2.2 to match the reality inside the case. By the end if the project, I would never go back to 1.0 workflow.

I know I won't convince you, nobody is obliged to use only physically correct workflow - but IMHO you cannot go wrong by sticking to it, and deviating only as little as possible ;).

I 98% agree with you, from an industry standard point of view, if you are not using gamma 2.2 and correcting what ever you want in post, you are doing it wrong... flat out, no arguing.
The problem is.... the last 2%.. every so often you have people that are able to make nice images, and they don't follow any current standard or still does what worked 10 years ago.  But this doesn't mean they can't make photo real correct images, they just get there a different way. 

limiting people to gamma 2.2 gains you absolutely nothing!   if you read a book on technical animation and tell someone at pixar that if they don't animate like that, its wrong... you will be very disappointed.  You may still be correct "technically" but it means fuck all to artists what is technically right... if it works, it works. 

I use gamma 2.2 these days, used to use 1.0, since moving to doing post in 32 bit float in nuke, 2.2 and linear is the only thing that makes sense... but before that? my images got to the quality they should by using 1.0 and exponential. today, you can't tell that those images were done like that.

anyway... if you don't leave the option to override the gamma, you will find people simply won't use corona. 
Title: Re: Please return spinner "Gamma"
Post by: Juraj on 2014-12-25, 15:35:23
the last 2%. (of users)

------------------------------

people simply won't use corona.

If something benefits 2perc. but hardly anyone else, then I don't think your conclusion applies... people don't abandon whole app because their request for legacy workflow has been cut off.

Title: Re: Please return spinner "Gamma"
Post by: juang3d on 2014-12-25, 15:56:11
This is not something like put or remove a spinner, I think that based in what Keymaster said, it's an internal thing that causes more harm than good, and anyways, I insist, you can keep working with max gamma control and create that spinner yourself.

Cheers.
Title: Re: Please return spinner "Gamma"
Post by: snakebox on 2014-12-25, 18:21:37
the last 2%. (of users)

------------------------------

people simply won't use corona.

If something benefits 2perc. but hardly anyone else, then I don't think your conclusion applies... people don't abandon whole app because their request for legacy workflow has been cut off.

the thing is, for those its not a legacy workflow.. its a current.    Personally I couldn't care less if we get the option or not, but I don't think there is any need to restrict it either. It doesn't make corona worse in any way. if by changing the gamma things "won't appear correct" technically, people that does change this, should know... it's not like corona breaks.  right?
Title: Re: Please return spinner "Gamma"
Post by: juang3d on 2014-12-25, 19:19:52
Again is not a matter of adding or removing a spinner it's the technology to handle the render gamma, max already has that, there is no need to have it inside the render engine, you can manage that from max, just change the max gamma and you have what you need with the gamma you want, create a maxscript to handle this and you are good to go with ANY render engine, not just Corona.

Cheers!
Title: Re: Please return spinner "Gamma"
Post by: borisquezadaa on 2014-12-25, 20:57:13
A gamma spinner like this would be awesome...
(http://enpleinsoleil.files.wordpress.com/2010/05/hulk.jpg)

Merry Christmas!.
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-25, 21:49:01
It is funny... there is one thread where people are predicting corona will become bloated package of legacy switches nobody would use, then this thread, where people are predicting nobody would use corona if it won't support their legacy workflows ;)
Title: Re: Please return spinner "Gamma"
Post by: kregred on 2014-12-25, 22:01:02
Again is not a matter of adding or removing a spinner it's the technology to handle the render gamma, max already has that, there is no need to have it inside the render engine, you can manage that from max, just change the max gamma and you have what you need with the gamma you want, create a maxscript to handle this and you are good to go with ANY render engine, not just Corona.

Cheers!
It's all about ease of use. Can you change the Max gamma in real-time during render? You ask why? Because.
Keymaster, if the gamma spinner induces some error or problem - please tell about it, what error or problem? We didn't encounter any during our tests.
If the problem really exists - we will cease all our questions.
Thanks for understanding.
p.s. Settings won't become much more overloaded because of this parameter :)
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-25, 22:19:24
This was the last one AFAIK: https://corona-renderer.com/bugs/view.php?id=561
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-26, 19:51:23
ad gamma:
(http://imgs.xkcd.com/comics/workflow.png)
http://xkcd.com/1172/
Title: Re: Please return spinner "Gamma"
Post by: Stan_But on 2014-12-27, 00:10:53
By the way if to use that: ...

Quote
float mtlEditor.lightsSize = 1 (set from 0.01 to 1.5)
float mtlEditor.lightsIntensity = 1 (set from 0.01 to 99)

...does it work with gamma 1 of 3dsmax?
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2014-12-27, 00:14:29
that is independent of gamma
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2014-12-27, 09:09:21
No gamma spinner..result
(http://c2n.me/39x7G7A.jpg)
Left - gamma 2.2 - unreal photoreal), right - correct with VFB+ (gamma1)

if use contrast (+10), then this
(http://c2n.me/39x8oMZ.jpg)
contrast is not very effective

Gamma spinner - it was cool artistic(not phys.) tool.
Title: Re: Please return spinner "Gamma"
Post by: romullus on 2014-12-27, 09:41:30
Save left image to half float format and you can easily get same result as in right picture in post processing. But i doubt you can get much useful in post out of right picture - there's much less information in shadow areas then it could (should) be.
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2014-12-27, 09:59:27
Save left image to half float format and you can easily get same result as in right picture in post processing. But i doubt you can get much useful in post out of right picture - there's much less information in shadow areas then it could (should) be.
Yeah, now just need to always use the post production.
Title: Re: Please return spinner "Gamma"
Post by: romullus on 2014-12-27, 10:13:40
Oh c'mon, such gorgeous work just deserves to have little love treatment in post ;]
Title: Re: Please return spinner "Gamma"
Post by: Levian on 2014-12-27, 12:30:57
Please return spinner "Gamma", even if hidden with access via maxscript =(

+
Title: Re: Please return spinner "Gamma"
Post by: BlessOd on 2014-12-27, 16:22:23
we are talking about physical correctness?
That we have a physically correct?
PBR materials?
Level of reflection? IOR reflection? (These variables can be found in physics?)
So why cut gamma?

we need a flexible tool !!!! not fake.... flexibility and now needs a post processing !!!
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2014-12-27, 16:35:16
Save left image to half float format and you can easily get same result as in right picture in post processing. But i doubt you can get much useful in post out of right picture - there's much less information in shadow areas then it could (should) be.
Quits that, now only because of gamma I am obliged to buy expensive program of post-processing and to spend time for its loading and transfers of files from Max... this madness, not differently...
Title: Re: Please return spinner "Gamma"
Post by: Ondra on 2015-01-22, 20:25:02
gamma is back. The value is ADDED to the system gamma - so 0.0 is default. If you want to set gamma 1, you need to use -1.2 (because 2.2 + (-1.2) = 1)

This maxscript disables gamma:

Code: [Select]
renderers.current.colormap_additionalGamma = -1.2
Or you can use string options:

Code: [Select]
float colormap.additionalGamma = 3

excimer: please change your signature ;)
Title: Re: Please return spinner "Gamma"
Post by: ecximer on 2015-01-24, 16:55:08
It work!
Thank you very much!
I'm happy! :^)
______________________________
Simple script for change CoronaGamma.
search in category "ecXimer"
work only with builds 22.01.2015 and abowe!
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2015-01-24, 17:45:29
It work!
Thank you very much!
I'm happy! :^)
______________________________
Simple script for change CoronaGamma.
search in category "ecXimer"
Thank you very much friend!
Title: Re: Please return spinner "Gamma"
Post by: kregred on 2015-01-24, 17:56:39
I'm happy! :^)
______________________________
Simple script for change CoronaGamma.
search in category "ecXimer"

Perfect! Thank You!
Now I'm happy too )
Title: Re: Please return spinner "Gamma"
Post by: Levian on 2015-01-24, 17:58:31
Thank you!!
Title: Re: Please return spinner "Gamma"
Post by: Polymax on 2015-01-28, 19:09:27
Why gamma affect only in VFB, but not saved when saving image from VFB? (saved always 2.2)
Title: Re: Please return spinner "Gamma"
Post by: Valentin Kuznetcov on 2015-02-25, 21:33:40
Thank you!!
Title: Re: Please return spinner "Gamma"
Post by: isnogud on 2015-02-27, 14:39:54
Good Job, thanx!