<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	>
<channel>
	<title>Comments on: Vray Linear Workflow.</title>
	<atom:link href="http://cgpov.com/?feed=rss2&#038;p=128" rel="self" type="application/rss+xml" />
	<link>http://cgpov.com/?p=128</link>
	<description>cg reviews + rants</description>
	<pubDate>Thu, 09 Sep 2010 20:54:19 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.7.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Tweets that mention cgpov.com » Blog Archive » Vray Linear Workflow. -- Topsy.com</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-513</link>
		<dc:creator>Tweets that mention cgpov.com » Blog Archive » Vray Linear Workflow. -- Topsy.com</dc:creator>
		<pubDate>Thu, 12 Nov 2009 20:06:44 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-513</guid>
		<description>[...] This post was mentioned on Twitter by shawnhendriks and garyb10, Shane Griffith. Shane Griffith said: Excellent and simple description of the linear work flow in 3ds Max and Vray: cgpov.com http://bit.ly/4ooRb7 [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by shawnhendriks and garyb10, Shane Griffith. Shane Griffith said: Excellent and simple description of the linear work flow in 3ds Max and Vray: cgpov.com <a href="http://bit.ly/4ooRb7" rel="nofollow">http://bit.ly/4ooRb7</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: smashley</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-73</link>
		<dc:creator>smashley</dc:creator>
		<pubDate>Mon, 20 Apr 2009 14:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-73</guid>
		<description>Great tip! Thanks!</description>
		<content:encoded><![CDATA[<p>Great tip! Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: tolas</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-70</link>
		<dc:creator>tolas</dc:creator>
		<pubDate>Sun, 19 Apr 2009 03:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-70</guid>
		<description>Really nice explanation but there's one small thing you seem to miss in this work flow. You can check "Don't affect colors (adaptation only)" in color mapping tab to tell vray how to sample your image. For example: if you set gamma to 2.2 and turn Don't affect colors ON Vray will sample your image according to 2.2 but the tone range won't be affected, so you still get unaffected 32bit output but with a correct sampling. No need to oversample lights, materials and noise threshold.</description>
		<content:encoded><![CDATA[<p>Really nice explanation but there&#8217;s one small thing you seem to miss in this work flow. You can check &#8220;Don&#8217;t affect colors (adaptation only)&#8221; in color mapping tab to tell vray how to sample your image. For example: if you set gamma to 2.2 and turn Don&#8217;t affect colors ON Vray will sample your image according to 2.2 but the tone range won&#8217;t be affected, so you still get unaffected 32bit output but with a correct sampling. No need to oversample lights, materials and noise threshold.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anthony C.</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-45</link>
		<dc:creator>Anthony C.</dc:creator>
		<pubDate>Tue, 07 Apr 2009 01:20:34 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-45</guid>
		<description>Ah Thanks!</description>
		<content:encoded><![CDATA[<p>Ah Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: smashley</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-44</link>
		<dc:creator>smashley</dc:creator>
		<pubDate>Mon, 06 Apr 2009 23:04:23 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-44</guid>
		<description>I tend not to use the global max gamma control as it is not saved with the scene and if you are rendering to any kind of farm, you have to make sure that each machine is set up accordingly.  aka it's a pain in the ass.  This has apparently been fixed in 2010.</description>
		<content:encoded><![CDATA[<p>I tend not to use the global max gamma control as it is not saved with the scene and if you are rendering to any kind of farm, you have to make sure that each machine is set up accordingly.  aka it&#8217;s a pain in the ass.  This has apparently been fixed in 2010.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anthony C.</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-43</link>
		<dc:creator>Anthony C.</dc:creator>
		<pubDate>Mon, 06 Apr 2009 21:26:56 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-43</guid>
		<description>Thanks for taking the time to show us your work flow. I was wondering if there is a difference between adding a color correction node to correct materials and colors in material editor compared to max handling that for us? I have been using max 9 and am referring to customize/preferences/gamma and LUT tab. In there I have the gamma set to 2.2 and also select the affect color selectors and affect material editor. This way when I import a bitmap in the dialog box under gamma I choose override and tell max that this texture already has a 2.2 gamma correction on it to prevent the texture from brightening up when I render. This also allows me to avoid correcting even diffuse colors in the material editor. The problem is I am not all that sure if this is the same style work flow that you use and was just looking for some clarification to correct my work flow. I have a tutorial that I learned my current work flow from I can link to if my explanation of my process doesn't make sense.

Thanks!</description>
		<content:encoded><![CDATA[<p>Thanks for taking the time to show us your work flow. I was wondering if there is a difference between adding a color correction node to correct materials and colors in material editor compared to max handling that for us? I have been using max 9 and am referring to customize/preferences/gamma and LUT tab. In there I have the gamma set to 2.2 and also select the affect color selectors and affect material editor. This way when I import a bitmap in the dialog box under gamma I choose override and tell max that this texture already has a 2.2 gamma correction on it to prevent the texture from brightening up when I render. This also allows me to avoid correcting even diffuse colors in the material editor. The problem is I am not all that sure if this is the same style work flow that you use and was just looking for some clarification to correct my work flow. I have a tutorial that I learned my current work flow from I can link to if my explanation of my process doesn&#8217;t make sense.</p>
<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Evan Lindsay</title>
		<link>http://cgpov.com/?p=128&#038;cpage=1#comment-42</link>
		<dc:creator>Evan Lindsay</dc:creator>
		<pubDate>Mon, 06 Apr 2009 17:55:49 +0000</pubDate>
		<guid isPermaLink="false">http://cgpov.com/?p=128#comment-42</guid>
		<description>Is there a difference between gamma correction and linear in the color correction? It helps if you use affect color to help clean up shadows when gamma 2.2 is applied.</description>
		<content:encoded><![CDATA[<p>Is there a difference between gamma correction and linear in the color correction? It helps if you use affect color to help clean up shadows when gamma 2.2 is applied.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
