Rendering in gamma 1.8 is just an artistic matter. It gives you a more contrasted output.
Wonder why Mac OS X default gamma is 1.8 :)
Actually you should render in sRGB color space. Gamma 2.2 is just an approximation but it's close enough to be considered as the same. ( actually you will have a small shift on the middle grey point )
It's really useful to work in linear space because the maths behind to do effect like exposure are really easy and give you correct result ( once you tonemap it to sRGB or others color space, truelight comes in mind )
If you need to go up or down 1 fstop it s just a multiplication matter.
I would like to see a feature in XSI that apply a LUT to your image wihtout altering it when you render in float. ( This is indispensable in film production ).
Harry Bardak
TD / Compositor.
Http://perso.wanadoo.fr/harry.bardak/
+33 6 76 63 35 54
+44 781 661 4147
----------------------------------------
> From: BauerOink(at)gmx.de
> To: XSI(at)Softimage.COM
> Subject: Re: mR_sky&mR_sun?
> Date: Fri, 5 Jan 2007 13:10:04 +0100
>
> Thanks again, Harry.
>
> Great read. Funny thing is the info on page 9, compared to
> Haldan´s info on the XSI default mapping of 32to8bit renderview:
>
> ----------------------------------------------------------------
> The problem is that physically correct computer graphics operate in a true linear
> color space
>
> where a value represents actual light energy. If one simply maps the range of colors
> output to
>
> the renderer naively to the 0-255 range of each RGB color component it is incorrect.
>
> --------------------------------------------------------------------------------------------------
>
> Also like the info about many people rendering to gamma 1.8,
>
> I noted that even the Unreal Engine does this on the PC (I tried to
> hack god mode into Rainbow Six Vegas yesterday, being feed up
> with the Dante level - I failed, made the level anyway am now stuck
> with Hoover - those Ubisoft guys shouldn´t have spared their saves).
>
> ...Just in case you where in for some completely unrelated info...
>
> But seriously, Thanks again for the link, I´m back at work.
>
> Cheers
>
> tim
>
>
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