rendering with gamma 2.2

Discussions about rendering in SOFTIMAGE©
irakli_san
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rendering with gamma 2.2

Post by irakli_san » 12 Nov 2010, 13:49

always wanted to ask. rendering with gamma set to 2.2 what will give better more correct result adding inverse gamma (.455) before shader (e.g. texture map, diffuse color) or after? i believe that if you put gamma after shader than all other things like reflection, transparency will be affected by gamma.
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Rork
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Re: rendering with gamma 2.2

Post by Rork » 12 Nov 2010, 15:48

Since version 7 all this is very simple to set up in the preferences. There's a lot of info on this on the forum or xsibase.

rob
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Jesse
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Re: rendering with gamma 2.2

Post by Jesse » 12 Nov 2010, 16:40

Rork wrote:Since version 7 all this is very simple to set up in the preferences. There's a lot of info on this on the forum or xsibase.

rob

This ^^^


But to add a bit, the gamma correction for the image is found under the adjust tab of the image clip.

To directly answer your question the gamma correct should happen at the image not at the shader I believe.

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Mathaeus
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Re: rendering with gamma 2.2

Post by Mathaeus » 12 Nov 2010, 19:13

irakli_san wrote:always wanted to ask. rendering with gamma set to 2.2 what will give better more correct result adding inverse gamma (.455) before shader (e.g. texture map, diffuse color) or after? i believe that if you put gamma after shader than all other things like reflection, transparency will be affected by gamma.
If you really want to go in this way, you can try it with Ray Type shader, or some of mip_rayswitches. So, *in theory*, you put the first gamma correction for your diffuse input, and second after your shader - and all that only in 'primary ray' port. For anything else (reflection, refraction, FG....) , put a copy of your shader that has no any before-after correction.

Of course, do some tests, using more than just one shader with this setup...

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zossowosso
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Re: rendering with gamma 2.2

Post by zossowosso » 12 Nov 2010, 23:55

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Rork
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Re: rendering with gamma 2.2

Post by Rork » 13 Nov 2010, 12:25

or follow my footer....

direct link:
http://www.rowu-media.nl/content/prive/ ... Gamma.html
rob
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irakli_san
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Re: rendering with gamma 2.2

Post by irakli_san » 14 Nov 2010, 10:10

Thank You!!!

Falam

Re: rendering with gamma 2.2

Post by Falam » 02 Feb 2013, 16:19

Mathaeus wrote:
irakli_san wrote:always wanted to ask. rendering with gamma set to 2.2 what will give better more correct result adding inverse gamma (.455) before shader (e.g. texture map, diffuse color) or after? i believe that if you put gamma after shader than all other things like reflection, transparency will be affected by gamma.
If you really want to go in this way, you can try it with Ray Type shader, or some of mip_rayswitches. So, *in theory*, you put the first gamma correction for your diffuse input, and second after your shader - and all that only in 'primary ray' port. For anything else (reflection, refraction, FG....) , put a copy of your shader that has no any before-after correction.

Of course, do some tests, using more than just one shader with this setup...
Mathaeus, what do you mean use a RayType shader ?
I have an issue that I very stupidly did. I have quite a few images in my scene and some are linear and some are not. Without going into Ps and doing this all manually I was hoping I could convert the Gamma 2.2 images to Gamma 1.0 then when the scene renders they automatically convert back to Gamma 2.2 ? I remember a thread on XSI Base about procedural textures and gamma, I did some searching and read that procedurals are always Gamma 1.0, I thought to myself, nah that can't be. Without searching for the answer, I decided to render a grid with a procedural, load it in Ps, and presto it wasn't Gamma 2.2 it was Gamma 1.0, I was right :)

One thing that I'm not completely sure on, I'm going to lean towards applying a Color Correction node after a procedural not before, logically you would want to convert the procedural to Gamma 1.0 after in the flow, then before, can someone verify this, I couldn't seem to pull this answer from this thread ?

Another thing what about Scalar procedurals, is there a better way to convert them to Gamma 1.0 rather then convert scalar to color then back to scalar ?

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Mathaeus
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Re: rendering with gamma 2.2

Post by Mathaeus » 02 Feb 2013, 22:11

Falam wrote: Mathaeus, what do you mean use a RayType shader ?
Exactly this shader, under "switch" preset folder. Anyway, I think I've already mentioned, that usage of this shader for getting the effect of linear workflow at shader level, it is partial solution. It could make more troubles instead of positive effect. Simply because linear output is not performed at shader level, it's performed after interaction of all shaders in scene. If I were you, I'd just forget my post in this thread.