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Vray 3.3 Explained.
show user profile  FX
Courtesy of Mr Warwick :



read 497 times
5/22/2016 4:01:38 PM (last edit: 5/22/2016 4:02:39 PM)
show user profile  herfst1
Dude, check spam alert.

Ninja'd you a while ago.

[edit] then again, this deserves it's own post, it's so clearly explained.
read 497 times
5/22/2016 4:02:25 PM (last edit: 5/22/2016 4:03:05 PM)
show user profile  FX
Agreed, this is defo not spammo.


read 493 times
5/22/2016 4:03:30 PM (last edit: 5/22/2016 4:03:30 PM)
show user profile  9krausec
Great post. I do have a question for any of you that might know a bit more about color mapping and LWF. Why is the default reihnhard? My go to has always been linear, should I just be sticking to reihnhard and not be putzing? Pros vs cons would be nice if you have a understanding.

Thanks.




- Portfolio-




read 474 times
5/22/2016 6:27:50 PM (last edit: 5/22/2016 6:27:50 PM)
show user profile  herfst1
*an* understanding.
read 472 times
5/22/2016 6:58:14 PM (last edit: 5/22/2016 6:58:14 PM)
show user profile  9krausec
Shut your filthy mouth Herfst. :D




- Portfolio-




read 467 times
5/22/2016 7:18:47 PM (last edit: 5/22/2016 7:18:47 PM)
show user profile  Nanne
Take a look at these two renderings, the first one uses "Linear multiply" and the second one uses "HSV Exponential". The second one is tone mapped so that the outside sky gets the correct exposure as well as the interior, where as the first one is set for correct exposure for the interior only.


I think Reinhard yields a similar result as HSV Exponential, and adds a bit of a contrast to the image as well to make it pop more and look more "photographic and nice", kind of like the camera respons curve of a DSLR camera, or the post production done in Photoshop. The point is that you can use different color mapping methods to get nice images directly from your renderer, without having to do post production i PS. But almost none one is working like that any more, far as I know.

When doing compositing though and adding render elements together to create the final image you need to use Linear so that each render element gets the correct pixel values so that all the elements adds up correctly together, color mapping will mess up the mathematics of compositing.

You can however sett color mapping to linear and then gamma to 2.2 and set the option "Do not apply anything" (or something like that), now V-Ray will "look for" noise as if it was gamma 2.2 because the difference in pixel values becomes more noticeable in gamma 2.2, especially at the dark end of the light intensity scale. But the rendering and calculation is perform as if the gamma is 1.0 (Linear) and no color mapping or gamma will be applied to the rendered images. You can still view it with gamma 2.2 in the V-Ray Frame Buffer, and 3ds Max is set to use gamma 2.2 for all it's image display (unless you changed that), and Max will automatically save the image in gamma 2.2 if you select a output format that is suppose to have it (i.e. .jpg, .png) but will save it in gamma 1.0 if you select .exr or .hdr.

Edit: To answer your question more short and clearly: I think Reinhard is the default because it makes your rendering come out more contrasty and "photographic and nice" looking straight out of the renderer, convenient when doing test rendering perhaps, or when you don't know much about post-production.

Kristoffer Helander
www.kristofferhelander.se
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read 455 times
5/22/2016 9:24:27 PM (last edit: 5/22/2016 9:40:54 PM)
show user profile  9krausec
Thank you for such a fine response. I'll stick with my Linear Multiply then as I like having the control in post-production. Make sense to add an extra step as opposed to burning that contrast into your image.

It makes a lot of sense though to use HSV Exponential/Reinhard in specific situations though (your interior example). I just never delved very far into the options there as since I started it's always been LWF this and LWF that. Makes sense to a point, but nice to have the control there.




- Portfolio-




read 446 times
5/22/2016 9:49:59 PM (last edit: 5/22/2016 9:49:59 PM)
show user profile  FX
I really don't get too hung up on Vray, it's always been over complex and it can all be fixed in post, I also don't do it all in one pass, I much prefer to do 2 or 3 and combine the best areas rather than faff with the settings to get the "perfect" render.

Like in Nannes examples, I would take the window from the HSV pass and merge it with the linear to get the best of both worlds.

I rarely stray from linear tho'

Loving the new 3.3 workflow.

read 438 times
5/22/2016 11:16:31 PM (last edit: 5/22/2016 11:17:06 PM)
show user profile  Bolteon
Yeah, Reinhard's the default because people are stupid.

-Marko Mandaric



read 392 times
5/23/2016 8:18:29 PM (last edit: 5/23/2016 8:18:29 PM)
show user profile  Undersky
Triplanar mapping, as he shows in the end, (thanks to Neil Blevins who nagged them so much about it =) is really a game changer for some things. I have a rock / cliff / grassy shader with displacement. The top-most parts are blended with a falloff map, to give me some nice grassy slopes. And when the angle becomes to steep, the rocky displacement takes over. And I do this with triplanar mapping, so I can use a really simple low-rez mesh and change it how much I want to, and don't have to worry about displacement seams breaking it. It just works.

Just the other day, I had to remove a depression in a sort of valley, where I earlier had a river. I decided to make the water come out of a hole in the cliff wall instead. Had I relied on UV's I would've had to redo the whole mapping process (which isn't a walk in the park when you have both convex and concave areas, and especially when dealing with displacements). Now, I just re-modelled it and it was good to go. 10 minutes instead of a day =)



Fjant.se
Demo reel, 2010
read 335 times
5/26/2016 2:48:22 PM (last edit: 5/26/2016 2:48:22 PM)
show user profile  FX
"Make the whole sampling aspect of Vray simplified, because I spent so much time trying to understand it, I probably went a little crazy in the process because I wasn't a technical artist and hated the fact I had to learn all that technical mumbo jumbo just to be able to use the software effectively"

Poetry :)

In your face nerd burglers :D



read 323 times
5/26/2016 7:54:17 PM (last edit: 5/26/2016 7:54:17 PM)
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