Re: nice to see soft still hitting big

2015-06-29 Thread Simon Reeves
sure is



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 29 June 2015 at 10:39, adrian wyer adrian.w...@fluid-pictures.com
wrote:

   well done all at the embassy, great spot!



 https://vimeo.com/groups/vfx/videos/131935624



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





Re: nice to see soft still hitting big

2015-06-29 Thread Simon van de Lagemaat
Thanks!  Sadly this was our last full project in Softimage and
Arnold/sitoa.  We've moved over to a mixed alembic pipeline of Maya for
anim and any manual scene construction and Houdini/Arnold/Mantra for
everything else.

We're actually doing our first full commercial with this pipeline right now
and I can say with confidence that Houdini is killing it.  I tried lighting
and enviro work in Maya for a couple weeks and quickly realized it wasn't
going to work at all.  Houdini is amazing and non destructive and I love
it. Building your own tools is quite liberating, fun times.


On Mon, Jun 29, 2015 at 2:39 AM, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   well done all at the embassy, great spot!



 https://vimeo.com/groups/vfx/videos/131935624



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





Re: nice to see soft still hitting big

2015-06-29 Thread Kris Rivel
Nice work!!

On Mon, Jun 29, 2015 at 5:52 AM, Simon Reeves si...@simonreeves.com wrote:

 sure is



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 29 June 2015 at 10:39, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   well done all at the embassy, great spot!



 https://vimeo.com/groups/vfx/videos/131935624



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71







Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Mirko Jankovic
Also keep in mind it is not part of modo but kit to buy.. like bunch of
other kits there.
Smells like max + plugins? :)


On Tue, Jun 30, 2015 at 1:04 AM, Ed Schiffer edschif...@gmail.com wrote:

 I also loved these tools!
 Which studios are using modo for character animation?

 A obvious downside is that it is biped focused and not so generic, but it
 really got me hopeful for modo.

 On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The issue for me is the performance of the app when playing back
 deformations on (even moderately) complex characters, or painting weights.
 They added an optional OpenSubDiv package(kinda like a property) that can
 be added to speed things up a little, but at best it's like a topical
 ointment rather than a real remedy. They need to try and hit at least 24fps
 during manipulation and playback on moderate characters. Thankfully, this
 is still very much a known issue at The Foundry.

 But Jordi's right the rigging options themselves are really quite
 powerful. They've got something that's quite unique, yet potent, compared
 to other commercial tools. It's just hampered by the fact that it's simply
 too easy to create a character that bogs the system down.

 And hey, now with Eric working on FE integration...

 -Tim C.


 On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote:

 I am very excited following Modo development, lately their drive for
 animation and rigging has been exceptional and if you are impressed by this
 when you look at the truly well done animation tools they published on 801
 you should be very excited.

  look forward to work with it on a real animation project
 jb

  On 29 Jun 2015, at 21:01, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

https://vimeo.com/131766938

  Jaw dropping. Now it looks like they nailed. Did everyone see the mesh
 retarget? and the FK/IK friendly switching?

  Opinions?

  Cheers.
  David.

 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



 --






 --
 www.edschiffer.com



nice to see soft still hitting big

2015-06-29 Thread adrian wyer
well done all at the embassy, great spot!

 

https://vimeo.com/groups/vfx/videos/131935624

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



doritos revisited

2015-06-29 Thread phil harbath
I am doing the doritos method for the first time on a character and I am 
running into an issue with the clone and its weights.  The initial mesh and 
bones have weights on them and then the clone has the weights for all the 
dorito deformers,  I find using weights on the clone/deformers to be 
problematic.  I have to select the weights for those deformers in the explorer 
to get them to show up in the weights/paint tools panel which is all fine and 
good, however it is hard to get those weights to stay up in the paint tools 
panel, it list clears frequently and changing the deformer in the panel does 
nothing, every time I paint it will use the same deformer.  Any advice would be 
appreciated.

Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Jordi Bares Dominguez
I am very excited following Modo development, lately their drive for animation 
and rigging has been exceptional and if you are impressed by this when you look 
at the truly well done animation tools they published on 801 you should be very 
excited.

look forward to work with it on a real animation project
jb

 On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com 
 wrote:
 
 https://vimeo.com/131766938 https://vimeo.com/131766938
 
 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh 
 retarget? and the FK/IK friendly switching?
 
 Opinions?
 
 Cheers.
 David.
 
 -- 
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012


Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Tim Crowson
No, ACS has been out for a while now. ACS v2 has just been released, for 
801 and 901.

-Tim

On 6/29/2015 5:26 PM, Sebastien Sterling wrote:

is this in prevision on modo  1001 ?

On 29 June 2015 at 21:01, Pierre Schiller 
activemotionpictu...@gmail.com 
mailto:activemotionpictu...@gmail.com wrote:


https://vimeo.com/131766938

Jaw dropping. Now it looks like they nailed. Did everyone see the
mesh retarget? and the FK/IK friendly switching?

Opinions?

Cheers.
David.

-- 
Portfolio 2013 http://be.net/3dcinetv

Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012




--
Signature




Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Tim Crowson
The issue for me is the performance of the app when playing back 
deformations on (even moderately) complex characters, or painting 
weights. They added an optional OpenSubDiv package(kinda like a 
property) that can be added to speed things up a little, but at best 
it's like a topical ointment rather than a real remedy. They need to try 
and hit at least 24fps during manipulation and playback on moderate 
characters. Thankfully, this is still very much a known issue at The 
Foundry.


But Jordi's right the rigging options themselves are really quite 
powerful. They've got something that's quite unique, yet potent, 
compared to other commercial tools. It's just hampered by the fact that 
it's simply too easy to create a character that bogs the system down.


And hey, now with Eric working on FE integration...

-Tim C.

On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote:
I am very excited following Modo development, lately their drive for 
animation and rigging has been exceptional and if you are impressed by 
this when you look at the truly well done animation tools they 
published on 801 you should be very excited.


look forward to work with it on a real animation project
jb

On 29 Jun 2015, at 21:01, Pierre Schiller 
activemotionpictu...@gmail.com 
mailto:activemotionpictu...@gmail.com wrote:


https://vimeo.com/131766938

Jaw dropping. Now it looks like they nailed. Did everyone see the 
mesh retarget? and the FK/IK friendly switching?


Opinions?

Cheers.
David.

--
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012




--
Signature



Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Ed Schiffer
I also loved these tools!
Which studios are using modo for character animation?

A obvious downside is that it is biped focused and not so generic, but it
really got me hopeful for modo.

On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  The issue for me is the performance of the app when playing back
 deformations on (even moderately) complex characters, or painting weights.
 They added an optional OpenSubDiv package(kinda like a property) that can
 be added to speed things up a little, but at best it's like a topical
 ointment rather than a real remedy. They need to try and hit at least 24fps
 during manipulation and playback on moderate characters. Thankfully, this
 is still very much a known issue at The Foundry.

 But Jordi's right the rigging options themselves are really quite
 powerful. They've got something that's quite unique, yet potent, compared
 to other commercial tools. It's just hampered by the fact that it's simply
 too easy to create a character that bogs the system down.

 And hey, now with Eric working on FE integration...

 -Tim C.


 On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote:

 I am very excited following Modo development, lately their drive for
 animation and rigging has been exceptional and if you are impressed by this
 when you look at the truly well done animation tools they published on 801
 you should be very excited.

  look forward to work with it on a real animation project
 jb

  On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com
 wrote:

https://vimeo.com/131766938

  Jaw dropping. Now it looks like they nailed. Did everyone see the mesh
 retarget? and the FK/IK friendly switching?

  Opinions?

  Cheers.
  David.

 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



 --






-- 
www.edschiffer.com


OT: I know a lot has been said about MODO but this...!?!

2015-06-29 Thread Pierre Schiller
https://vimeo.com/131766938

Jaw dropping. Now it looks like they nailed. Did everyone see the mesh
retarget? and the FK/IK friendly switching?

Opinions?

Cheers.
David.

-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: proper render settings for redshift

2015-06-29 Thread Ognjen Vukovic
+1 on the above. The gamma is just pumping the contrast back into the
image, but that's artistic control, and a good one at that.

On Mon, Jun 29, 2015 at 9:45 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  For lighting EXRs and HDRs should be interpeted as linear. That said,
 sometimes I'll cheat things a bit if I'm using a dome light that isn't
 visible to camera and bump up the gamma slightly, which can give some
 interesting results lighting wise. Just depends.


 On 6/29/2015 2:35 PM, Kris Rivel wrote:

 Thanks guys...some good stuff here! So what about environment
 lighting...hdr/exr stuff...linear or sRGB for that?

 On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Weird... I have noticed that sometimes, the 'sRGB' option for image
 profiles doesn't actually work, and I have to set it to a custom gamma and
 use 2.2 for it to look correct. But I have to say that all my prefs for
 color mgt are off, and textures and colors look right. Of course I also
 render out to linear space...
 -Tim


 On 6/19/2015 3:19 PM, Byron Nash wrote:

 Tim, when I set all my Softimage Color Management Prefs to off the
 colors don't look correct in the region. I am interpreting all the input
 textures correctly as either sRGB or Linear as needed. I do not have
 Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma
 Correction (Pass) enabled. It looks correct when I have all the boxes
 ticked in the Softimage Color Management prefs.

 On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson 
 tim.crow...@magneticdreams.comtim.crow...@magneticdreams.com wrote:

  To echo Ognjen here... We have all our Soft Color Management Prefs
 unchecked, and we let Redshift handle everything. If you're rendering to a
 color space like sRGB, then in the 'Output' tab in the RS settings, under
 the Gamma section, set the File Output to either 'Use Display Gamma' or
 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out,
 then their Color Profile may be defaulting to Linear, which would cause the
 wash-out (since you're rendering to sRGB 2.2).

 Back on the Output settings tab in RS, you might also want to enable
 'Automatically Correct Color Inputs', depending on your workflow.

 Now, I almost always add a color correction node to all my color
 tetxures in my shader trees, but I leave the values at their defaults. This
 is just to give me controls later at the shot level. I certainly don't drop
 the gamma to 0.45 on all the color correct nodes. That's simply not
 necessary if RS is handling it anyway, and XSI's color management stuff is
 off.

 -Tim



 On 6/18/2015 2:54 PM, Kris Rivel wrote:

 Thanks Ognjen. I did what you suggested but I'm still getting a slightly
 washed out render that's a bit brighter. Must be something else I'm missing?

 On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic  ognj...@gmail.com
 ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.comactivemotionpictu...@gmail.com wrote:

   Straight to the pie:
  1. For shaders (so they don´t look washed out) place a Color
 correction node. And set their gama into 0.45 (that´s 1 divided by 2.2).
 The shaders will look nice again.
  2. For the texture files (images), go to their adjust tab, find
 Color Profile (should be on linear) and there for you see it washed out.
 Set it to SRGB and you should see your textures in wondercolor. :)

  This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
  Apply to:
  Render regions and viewports
  Render pass and preview
  Shader balls
  UI widgets
  FX Viewers.
  And of course checking all your gamma values are on 2.2

  Hope this helps.
  David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

  I'm a virgin to the whole linear/gamma lighting method. I'm old
 school and render out 8bit stuff mostly. I noticed in reshift, the 
 default
 

Re: proper render settings for redshift

2015-06-29 Thread Kris Rivel
Thanks guys...some good stuff here! So what about environment
lighting...hdr/exr stuff...linear or sRGB for that?

On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Weird... I have noticed that sometimes, the 'sRGB' option for image
 profiles doesn't actually work, and I have to set it to a custom gamma and
 use 2.2 for it to look correct. But I have to say that all my prefs for
 color mgt are off, and textures and colors look right. Of course I also
 render out to linear space...
 -Tim


 On 6/19/2015 3:19 PM, Byron Nash wrote:

 Tim, when I set all my Softimage Color Management Prefs to off the
 colors don't look correct in the region. I am interpreting all the input
 textures correctly as either sRGB or Linear as needed. I do not have
 Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma
 Correction (Pass) enabled. It looks correct when I have all the boxes
 ticked in the Softimage Color Management prefs.

 On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  To echo Ognjen here... We have all our Soft Color Management Prefs
 unchecked, and we let Redshift handle everything. If you're rendering to a
 color space like sRGB, then in the 'Output' tab in the RS settings, under
 the Gamma section, set the File Output to either 'Use Display Gamma' or
 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out,
 then their Color Profile may be defaulting to Linear, which would cause the
 wash-out (since you're rendering to sRGB 2.2).

 Back on the Output settings tab in RS, you might also want to enable
 'Automatically Correct Color Inputs', depending on your workflow.

 Now, I almost always add a color correction node to all my color tetxures
 in my shader trees, but I leave the values at their defaults. This is just
 to give me controls later at the shot level. I certainly don't drop the
 gamma to 0.45 on all the color correct nodes. That's simply not necessary
 if RS is handling it anyway, and XSI's color management stuff is off.

 -Tim



 On 6/18/2015 2:54 PM, Kris Rivel wrote:

 Thanks Ognjen. I did what you suggested but I'm still getting a slightly
 washed out render that's a bit brighter. Must be something else I'm missing?

 On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic  ognj...@gmail.com
 ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.comactivemotionpictu...@gmail.com wrote:

   Straight to the pie:
  1. For shaders (so they don´t look washed out) place a Color
 correction node. And set their gama into 0.45 (that´s 1 divided by 2.2).
 The shaders will look nice again.
  2. For the texture files (images), go to their adjust tab, find
 Color Profile (should be on linear) and there for you see it washed out.
 Set it to SRGB and you should see your textures in wondercolor. :)

  This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
  Apply to:
  Render regions and viewports
  Render pass and preview
  Shader balls
  UI widgets
  FX Viewers.
  And of course checking all your gamma values are on 2.2

  Hope this helps.
  David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

  I'm a virgin to the whole linear/gamma lighting method. I'm old
 school and render out 8bit stuff mostly. I noticed in reshift, the 
 default
 gamma setting makes everything in the region, render, etc. look light and
 washed out. Changing it to 1 looks normal. But if I want to properly 
 render
 out exr, what should I have these set to? After rendering and wanting to 
 do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

  Kris




 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





  --





 --







Re: proper render settings for redshift

2015-06-29 Thread Tim Crowson
For lighting EXRs and HDRs should be interpeted as linear. That said, 
sometimes I'll cheat things a bit if I'm using a dome light that isn't 
visible to camera and bump up the gamma slightly, which can give some 
interesting results lighting wise. Just depends.


On 6/29/2015 2:35 PM, Kris Rivel wrote:
Thanks guys...some good stuff here! So what about environment 
lighting...hdr/exr stuff...linear or sRGB for that?


On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


Weird... I have noticed that sometimes, the 'sRGB' option for
image profiles doesn't actually work, and I have to set it to a
custom gamma and use 2.2 for it to look correct. But I have to say
that all my prefs for color mgt are off, and textures and colors
look right. Of course I also render out to linear space...
-Tim


On 6/19/2015 3:19 PM, Byron Nash wrote:

Tim, when I set all my Softimage Color Management Prefs to off
the colors don't look correct in the region. I am interpreting
all the input textures correctly as either sRGB or Linear as
needed. I do not have Automatically Correct Color Inputs
(Redshift Settings) or Apply Gamma Correction (Pass) enabled. It
looks correct when I have all the boxes ticked in the Softimage
Color Management prefs.

On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

To echo Ognjen here... We have all our Soft Color Management
Prefs unchecked, and we let Redshift handle everything. If
you're rendering to a color space like sRGB, then in the
'Output' tab in the RS settings, under the Gamma section, set
the File Output to either 'Use Display Gamma' or 'Use Custom
Gamma' set to 2.2. If you're still seeing textures washed
out, then their Color Profile may be defaulting to Linear,
which would cause the wash-out (since you're rendering to
sRGB 2.2).

Back on the Output settings tab in RS, you might also want to
enable 'Automatically Correct Color Inputs', depending on
your workflow.

Now, I almost always add a color correction node to all my
color tetxures in my shader trees, but I leave the values at
their defaults. This is just to give me controls later at the
shot level. I certainly don't drop the gamma to 0.45 on all
the color correct nodes. That's simply not necessary if RS is
handling it anyway, and XSI's color management stuff is off.

-Tim



On 6/18/2015 2:54 PM, Kris Rivel wrote:

Thanks Ognjen. I did what you suggested but I'm still
getting a slightly washed out render that's a bit brighter.
Must be something else I'm missing?

On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic
ognj...@gmail.com mailto:ognj...@gmail.com wrote:

Actually i dont think you should be color correcting
your shader nodes, that doesnt sound like a very smart
thing to do. All the native color managment settings in
the softimage settings should be off by default, and
then you leave redshift to correct everything for you,
all you have to do is to make sure that your
displacement images are set to linear in the image node,
and color textures are set to srgb, and that you have
Automatically correct color inputs switched on in the
redshift settings to correct all your shader color
parameters. Theres no need for anything else then that.
In redshift your display gamma will be set to 2.2 and
output will be linear for exr by default.

On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel
krisri...@gmail.com mailto:krisri...@gmail.com wrote:

Great thanks...was hoping it was just a few settings
and not tweaking each shader...but it is what it is.
Is there another way via just exposure settings in
Photoshop and render settings in Soft?

On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller
activemotionpictu...@gmail.com
mailto:activemotionpictu...@gmail.com wrote:

Straight to the pie:
1. For shaders (so they don´t look washed out)
place a Color correction node. And set their
gama into 0.45 (that´s 1 divided by 2.2). The
shaders will look nice again.
2. For the texture files (images), go to their
adjust tab, find Color Profile (should be on
linear) and there for you see it washed out. Set
it to SRGB and you should see your textures in
wondercolor. :)