Stop…gamma time.

stop_gamma_time_pic

So here I go throwing my virtual hat into the gamma ring.  I’ve seen a ton of great posts on other sites that explain why a linear workflow can help your renders no matter what 3D application you use.  When I am asked about gamma and listen to people that ask, “why should I work in this new linear space, what’s in it for me?”, I simply reply, “well, you don’t have to light as hard”.  That’s the easiest way I can explain it.  I’m here to implor you to stop pushing your lights into oblivion.

The best explanation I’ve found was by David Johnson
What we see on a monitor is almost always the sRGB color space. What comes out of the maya or mentalray by default is a linear color space. When you display the linear color space on an sRGB display the darker parts look too dark. Instead of compensating for this by adding more lights a better solution is to apply a gamma correction to the output of the renderer to convert the colorspace to sRGB.”

There it is.  I’m not sure how I can elaborate on that.  I will say that by working this way you end up using fewer lights in your renders.  You also instantly see how much more real your renders become.  The human eye is cabable of seeing quite a bit of detail in the shadows and working in a non-linear fashion makes your renders appear crunched, dark, and with no details in the shadows.  The solution used to be, crank up the lights and turn up your fill.  So essentially your fighting your render to appear as if it were seen through a human eye.  Well stop fighting, and abusing your lights!

If any of you would like to see how I work this way in 3DS Max via Mental Ray and V-Ray or how I work this way in Maya via Mental ray, please reply and force my hand to give detailed instructions.

This entry was written by smashley, posted on March 23, 2009 at 8:43 pm, filed under Uncategorized. Bookmark the permalink. Follow any comments here with the RSS feed for this post.

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