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LWF Poll

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Who among you uses LWF when doing CG renderings?

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Total Votes : 93
 
 

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Post by LWF Fri Feb 13, 2009 5:08 pm

First topic message reminder :

I am always curious about who use this technique, if you do not know what LWF means, please choose either answer #2 or #3.

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Post by v_wrangler Sat Apr 18, 2009 8:18 am

Hindi po graphic board ang nagseset ng whitepoint. Maari ngang automatic - pero yoong monitor po and magdidisplay ng kulay. Marami pong dahilan ang pag-ibaiba ng whitepoint - usual na pagaadjust ng monitor, at tagal ng gamit at modelo. Kaya kailangan ng calibrations regularly

Kung kayo po ay gumagamit ng ibang calibrator - yaang adobe gamma should be put off.

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Post by gardo Sat Apr 18, 2009 8:24 am

v_wrangler wrote:Hindi po graphic board ang nagseset ng whitepoint. Maari ngang automatic - pero yoong monitor po and magdidisplay ng kulay. Marami pong dahilan ang pag-ibaiba ng whitepoint - usual na pagaadjust ng monitor, at tagal ng gamit at modelo. Kaya kailangan ng calibrations regularly

Kung kayo po ay gumagamit ng ibang calibrator - yaang adobe gamma should be put off.


ay oo nga pala mali ako, yung calibrator pala salamat po thumbsup
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Post by gardo Sat Apr 18, 2009 8:25 am

sir vertex, meron bang mas advisable na calibrator kaisa sa adobe gamma?, ano naman ang advantage nila?
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Post by v_wrangler Sat Apr 18, 2009 8:32 am

Ang calibrator (ansama ng tunog!) ay isang optical equipment na itinatapat sa monitor upang tantyahin nito kung balanse na ba ang kulay in RGB at tama na ba ang levels of gray.

And Adobe gamma ay isang software application to check the same thing minues the equiptment. I haven't used adobe gamma but my calibrator comes with its own software controls.

I am sure meron din mga free application to somehow help with gamma settings. Post ko dito pag nakita ko ang link.
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Post by gardo Sat Apr 18, 2009 8:39 am

v_wrangler wrote:Ang calibrator (ansama ng tunog!) ay isang optical equipment na itinatapat sa monitor upang tantyahin nito kung balanse na ba ang kulay in RGB at tama na ba ang levels of gray.

And Adobe gamma ay isang software application to check the same thing minues the equiptment. I haven't used adobe gamma but my calibrator comes with its own software controls.

I am sure meron din mga free application to somehow help with gamma settings. Post ko dito pag nakita ko ang link.

ah iba pa pala yung calibrator sa adobe gamma, ang akala ko yun na yung calibrator mali yung pagkakaintindi ko sa nabasa ko sabi kasi, "When calibrating your monitor, set your whitepoint to 6500K", salamat sir medyo maliwanag na kaunti magegets ko rin ito, thumbsup
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Post by v_wrangler Sat Apr 18, 2009 9:01 am

gardo wrote:
v_wrangler wrote:Ang calibrator (ansama ng tunog!) ay isang optical equipment na itinatapat sa monitor upang tantyahin nito kung balanse na ba ang kulay in RGB at tama na ba ang levels of gray.

And Adobe gamma ay isang software application to check the same thing minues the equiptment. I haven't used adobe gamma but my calibrator comes with its own software controls.

I am sure meron din mga free application to somehow help with gamma settings. Post ko dito pag nakita ko ang link.

ah iba pa pala yung calibrator sa adobe gamma, ang akala ko yun na yung calibrator mali yung pagkakaintindi ko sa nabasa ko sabi kasi, "When calibrating your monitor, set your whitepoint to 6500K", salamat sir medyo maliwanag na kaunti magegets ko rin ito, thumbsup

Depende sa monitor, madalas merong setting sa monitor kung saan mapipili mo ang whitepoint (Kumbaga whitebalance sa photography). Pero tulad ng nabanggit ko (lalo na kung walang dials sa monitor), kailangan pa rin ma-check kung totoo nga ba na tama ang illuminace ng monitor. Ito ang trabaho ng calibrator equiptment.

gray levels
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I always keep a wallpaper like this
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Some reading >> http://www.normankoren.com/makingfineprints1A.html#Monitor_test_pattern
And the quick gamma application I mentioned a while ago>> http://quickgamma.de/indexen.html

LWF and all these technical thingy will be useless in MAX or vray if you aren't seeing good levels of gray in your monitors. The grey levels are the bread and butter of LWF.
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Post by Jay2x Wed May 27, 2009 12:12 am

SIr V na try kona ang LWF it seems na ito ang solution ko sa matagal ko ng alitan sa mga diffuse maps ko.. para kasing pagdating sa render nag iiba ang timpla brightness n saturation.. per o LWF resolve.. tama ba yun sir hehe... aversis way ang ginamit ko...
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Post by logikpixel Sun May 31, 2009 4:52 am

Try this link. I stumbled upon it reading cgsociety.org.
Libreng monitor correction wizard.
http://www.hex2bit.com/products/product_mcw.asp#downloads
thumbsup
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Post by arkiangel Sun May 31, 2009 8:06 am

ryancoy wrote:some tips when using LWF

*if you decide to put 2.2 bitmap output sa preference make sure you are using a non hdri to lit your scene.It has something to do with the hdr itslef. If you are, you can switch to 1.0 bitmap output and manually configure hdri as gamma 1 when using it as a map which in my own opinion seems like mental ray is easier to setup in terms of linear 2.2 in max kaseh naka embed na cya sa exposure tab nya eh. Vray is not that straightforward imho.

*always use Vfb
*never use mfb as it will double gamma your scene(making your scene super washed out).
*if you want to bake the gamma into your renders make sure color mapping is set to 2.2 or if not @ vfb srgb is turned on.
*others prefer to use color correct plugin rather than bitmap output 2.2 in max preference because they deal with different file for bitmaps and each one has different input for gamma (jpg,png,HDR)
*when saving your images in lwf i would recommend exr, hdr or half floating point 16bit tiff. The explanation for this is it stores more data whenever you want to tweak ur gamma or exposure settings in photoshop, you wont get as much noise as you would normally have on an 8 bit jpeg image. Thus the reason for very huge file sizes.

*the thing i find irritating when using from linear 1.0 to gamma 2.2 are actually the reflections/glossiness or refraction levels. when you switch a 1.0 scene to 2.2 turns out to be more reflective because its making the values of your reflections more higher in gamma 2.2

I dont have any intention to confuse anyone. The tip is actually to those who are using it already and to those who wants it.
Actually any workflow that best suits you, then go for it. No need to switch just for the sake. As long as you can interpret your art the way you should then i guess thats fine.

Ill post a sample lwf scene tomorrow vs a 1.0 just for a comparison.

Peace

Waaah!.. ngaun ko lang nabasa 'tong thread na to!

mahigit isang oras din binuno ko sa pagbabasa at pag-intindi dito..

Tsk tsk! i need a break (dumugo ilong at tenga ko sa inyo, wehehehe)..

Hintayin ko na lang muna ung sample na sinasabi ni master Ryan Coy..

then, dun ako mag-decide ng side ko

Well for now panghahawakan ko muna ito:

"I dont have any intention to confuse anyone. The tip is actually to those who are using it already and to those who wants it.
Actually any workflow that best suits you, then go for it. No need to switch just for the sake. As long as you can interpret your art the way you should then i guess thats fine." -- Ryan Coy
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Post by LWF Tue Oct 27, 2009 6:17 pm

was browsing Evermotion, seems like Alex Roman uses LWF as well. (post #71)

http://www.evermotion.org/vbulletin/showthread.php?t=58359&page=8

his Louis Kahn Video is awe inspiring....(sigh)

http://www.thirdseventh.com/index.php?/thirdseven/fourth-dimension/

btw, vray 1.5 SP4 came out today.

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Post by 3dpjumong2007 Fri Oct 30, 2009 1:23 am

kala ko wala akong mapupulot dito sa thread na to , andito lng pala solusyun sa matagal kung tanong bout toning images relating sa lcd and crt image outputs ,nice thread sir lwf at nasiliyan ko rin paano isolve ang problem ko,blind talaga ako bout this thing thanks for shedding light on this , really helps a lot, so count me in #1
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Post by celes Tue Jan 12, 2010 4:07 am

i was too WOWED by Alex Roman and decided to tackle this LWF thingie.

when browsing through his site i stumbled upon
http://www.creativecrash.com/3dsmax/tutorials/rendering/c/linear-workflow-in-3dsmax-and-vray

which is a good start for those wanting to learn this method. for the concept it isn't that difficult to grasp. it was also explained in one of his links:
http://www.gijsdezwart.nl/tutorials.php

i suppose the thing one needs to understand really is this line from that page:
"In other words, changing gamma influences the midtones of your image. A gamma >1 makes the midtones darker, a gamma <1 makes the midtones lighter."

one way of looking at the difference between the LWF output as opposed to the "normal" method is the difference between a normal photo to a bracketed one, e.g. HDRI images. entonses - the normal renders tend to be contrasty (blown highlights and dark shadows) whereas LWF gives you a better dynamic range ("linearized" grey tones).

experiment with your movie players if you have an HD set. compare the output of a normal AV cable to an HDMI. notice how the midtones are clearer using the HD version - and i am not referring to resolution but the colors themselves. (no direct relation to LWF in 3dsmax - really just an observation :p)

there is also a method of how to "linearize" in AE in this link (pretty basic but it's a good start)
http://ae.tutsplus.com/tutorials/workflow/understanding-linear-workflow/

i haven't tried these in an actual project yet but it's pretty interesting to learn. ive only grasped the concept for now :p


Last edited by mushroom on Tue Jan 12, 2010 6:55 am; edited 1 time in total
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Post by celes Tue Jan 12, 2010 5:04 am

thereby .. amen to LWF's sig:

once you go LWF - you never go back.

indeed!
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Post by celes Tue Jan 12, 2010 5:35 am

also if i may add - this is where crayzard and ryancoy's artistry comes into play. their suggestion to stick with your/their current workflow simply means that the 2nd image above is also achievable in 3dsmax without resorting to LWF - however it depends on the artist's skill and is perception - driven.

some of us are blessed with a keen eye for color balancing and can do without LWF :p

much like how montree can do a GI render using scanline methods Very Happy
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Post by celes Tue Jan 12, 2010 11:25 pm

further example - not entirely a good set of renders but just to illustrate how LWF can retain the original colors of the materials:

material swatch board:

poll - LWF Poll - Page 4 Materialsj


exponential rendering (no LWF):

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linear workflow:

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Post by v_wrangler Tue Jan 12, 2010 11:49 pm

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The contrasty look of the default is caused by way the default display and compute the colors, notice that even at close to 50%gray (125,125,125) it isn't really a mid gray but way darker than what it should be.

By adding a gamma of 2.2 and thus effecting your color pickers, you'll notice that there are more grey values between black and white, and your mid grey now looks the way it should be , mid grey 50%.

Translated to colors, this is the same reason why you'll see more computed colors when using LWF, compared to the default setting. For the latter, the colors you picked are of course there but the contrast makes them darker and somehow obscured.

There are two ways to bake your gamma 2.2 in vray, either by using a Color Mapping at directly 2.2 ing. Or by letting the Color Mapping remain at 1 (good if you are rendering to 32 bits and will work in LWF via post) and saving the file as gamma 2.2

Nice experiments mushroom!
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Post by celes Wed Jan 13, 2010 12:23 am

thanks roy, still toying around. haven't resorted to turning on AO yet and other methods to supplement this workflow. the colors have a tendency to be flat.
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Post by LWF Wed Jan 13, 2010 12:41 am

mushroom wrote:thereby .. amen to LWF's sig:

once you go LWF - you never go back.

indeed!

glad to see you are now a believer Very Happy

anyway i found the link in which alex roman says he uses LWF

http://www.evermotion.org/vbulletin/showthread.php?t=58359&page=5

read post #44 and #49

as for your renders in LWF looking flat, try a 0.5 secondary bounce multiplier in your vray indirect illumination dialog box. or just sparingly use filler area lights as you do not need as much filler lights anymore when using LWF, this also goes for vray skylight, a little goes a long way.


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Post by torvicz Wed Jan 13, 2010 1:02 am

LWF wrote:
mushroom wrote:thereby .. amen to LWF's sig:

once you go LWF - you never go back.

indeed!

glad to see you are now a believer Very Happy

anyway i found the link in which alex roman says he uses LWF

http://www.evermotion.org/vbulletin/showthread.php?t=58359&page=5

read post #44 and #49

as for your renders in LWF looking flat, try a 0.5 secondary bounce multiplier in your vray indirect illumination dialog box. or just sparingly use filler area lights as you do not need as much filler lights anymore when using LWF, this also goes for vray skylight, a little goes a long way.


LWF

Count me in dude!

I was once a non-believer. (read from the start of this thread). but not anymore.
LWF brings the real color to your scene.

Thanks dude LWF for starting the thread and dude mush for the very good demos.

And yes!, Once you go black, (I mean LWF) you never go back! ( sobrang dilim na pag bumalik ka e!) hahaha
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Post by celes Wed Jan 13, 2010 3:16 am

another example:

not quite quick to be noticed but in the LWF sample, the skin tones have a softer feel and the colors are richer. some materials were slightly modified because they became too washed out.

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Post by celes Wed Jan 13, 2010 3:53 am

thanks LWF and torvicz! i would encourage everyone to try this method.
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Post by v_wrangler Wed Jan 13, 2010 4:07 am

Mush, the washed out look happens when the gamma is accidentally applied twice to the bitmaps. Just make sure that the textures are read as 2.2 gamma, you can do this by making sure the input gamma is set to 2.2. via the gamma preferences.

When loading bitmaps make sure that the gamma is set to use " USe system gamma" or even you even want to make sure, "Override gamma" and set to 2.2.
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Post by celes Wed Jan 13, 2010 4:17 am

v_wrangler wrote:Mush, the washed out look happens when the gamma is accidentally applied twice to the bitmaps. Just make sure that the textures are read as 2.2 gamma, you can do this by making sure the input gamma is set to 2.2. via the gamma preferences.

When loading bitmaps make sure that the gamma is set to use " USe system gamma" or even you even want to make sure, "Override gamma" and set to 2.2.

opo i have followed these steps - my old bitmap settings have output overrides - i adjust the curves to be darker than usual to avoid blownout highlights. ( i always render with exponential settings BTW ) with LWF i used input gamma and all textures are set to use system gamma (2.2).

the washed out look occurs because majority of my "greys" have become lighter than previous, and the reflection values as ryancoy pointed out have become too high for LWF. thumbsup arigato gozaimasu
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Post by v_wrangler Wed Jan 13, 2010 4:36 am

I see.

For blowout highlights - turn on clamping and subpixel mapping (if you're rendering 8bits)
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Post by LadiesMan217 Wed Jan 13, 2010 5:25 am

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Post by LWF Wed Jan 13, 2010 11:58 am

mushroom wrote:
v_wrangler wrote:Mush, the washed out look happens when the gamma is accidentally applied twice to the bitmaps. Just make sure that the textures are read as 2.2 gamma, you can do this by making sure the input gamma is set to 2.2. via the gamma preferences.

When loading bitmaps make sure that the gamma is set to use " USe system gamma" or even you even want to make sure, "Override gamma" and set to 2.2.

opo i have followed these steps - my old bitmap settings have output overrides - i adjust the curves to be darker than usual to avoid blownout highlights. ( i always render with exponential settings BTW ) with LWF i used input gamma and all textures are set to use system gamma (2.2).

the washed out look occurs because majority of my "greys" have become lighter than previous, and the reflection values as ryancoy pointed out have become too high for LWF. thumbsup arigato gozaimasu

yes, always remember that when using lwf, EVERYTHING that uses a gray scale value will be affected. whether it be reflection, refraction, falloff, noise map, mix map, etc. Just keep in mind that you now have a new gray scale and you just need to get used to using it.

for older scenes being converted to LWF, solid colors will be different as well, the colors will be off, 2 ways to deal with this is use PS to generate a small uncompressed tiff file of the solid color using the old file to get the RGB values and use it as a map, or us the color correct plugin and place a gamma value of 2.2 to adjust the solid colors gamma value. for standardization, it would be advisable to use a TIFF color swatch if you are starting from scratch. this way there is very little room for inconsistency errors.


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