Author Topic: Please return spinner "Gamma"  (Read 29422 times)

2014-12-25, 22:01:02
Reply #30

kregred

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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 :)

2014-12-25, 22:19:24
Reply #31

Ondra

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-26, 19:51:23
Reply #32

Ondra

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-27, 00:10:53
Reply #33

Stan_But

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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?

2014-12-27, 00:14:29
Reply #34

Ondra

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that is independent of gamma
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-27, 09:09:21
Reply #35

Polymax

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No gamma spinner..result

Left - gamma 2.2 - unreal photoreal), right - correct with VFB+ (gamma1)

if use contrast (+10), then this

contrast is not very effective

Gamma spinner - it was cool artistic(not phys.) tool.
« Last Edit: 2014-12-27, 09:34:57 by Polymax »
Corona - the best rendering solution!

2014-12-27, 09:41:30
Reply #36

romullus

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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.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2014-12-27, 09:59:27
Reply #37

Polymax

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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.
Corona - the best rendering solution!

2014-12-27, 10:13:40
Reply #38

romullus

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Oh c'mon, such gorgeous work just deserves to have little love treatment in post ;]
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2014-12-27, 12:30:57
Reply #39

Levian

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Please return spinner "Gamma", even if hidden with access via maxscript =(

+

2014-12-27, 16:22:23
Reply #40

BlessOd

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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 !!!
xeon X5650@4.5GHz, 16Gb, EVGA GTX780

2014-12-27, 16:35:16
Reply #41

ecximer

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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...
sorry for my english

2015-01-22, 20:25:02
Reply #42

Ondra

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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 ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-01-24, 16:55:08
Reply #43

ecximer

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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!
« Last Edit: 2015-01-24, 18:14:18 by ecximer »
sorry for my english

2015-01-24, 17:45:29
Reply #44

Polymax

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It work!
Thank you very much!
I'm happy! :^)
______________________________
Simple script for change CoronaGamma.
search in category "ecXimer"
Thank you very much friend!
Corona - the best rendering solution!