Re: proper render settings for redshift
+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
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
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. :)
Re: proper render settings for redshift
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 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.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
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. :) 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 mailto: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,
Re: proper render settings for redshift
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. :) 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 mailto: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 -- Signature
Re: proper render settings for redshift
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 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
proper render settings for redshift
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
Re: proper render settings for redshift
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 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 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 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
Thats the look you will usually get compared to a wrong set up with linear workflow, the picture generally look a bit more washed out, but when your start working with composting operations in your shader tree you will get the correct calculations, especialy with multiply nodes between textures and simmilar. The rest is down to the lighting, or you could plug in a redshift photographic exposure node and tone map your image the way you like it, or do it in composite. Check out the rs documentation, theres plenty of stuff in there, also check that your render region is using the same settings as your global scene settings, it could be that its different and it didnt pick up on the correct color inputs tab. http://docs.redshift3d.com/Default.html#I/Gamma.html On Thu, Jun 18, 2015 at 9:54 PM, Kris Rivel krisri...@gmail.com 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 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 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 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 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
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 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 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 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 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
http://docs.redshift3d.com/Default.html#I/Photographic%20Exposure%20Physical.html Heres the physical camera docs, this should help you tone the image yo your liking. Just plug it into the camera, or pass shader tree. On Thu, Jun 18, 2015 at 10:18 PM, Ognjen Vukovic ognj...@gmail.com wrote: Thats the look you will usually get compared to a wrong set up with linear workflow, the picture generally look a bit more washed out, but when your start working with composting operations in your shader tree you will get the correct calculations, especialy with multiply nodes between textures and simmilar. The rest is down to the lighting, or you could plug in a redshift photographic exposure node and tone map your image the way you like it, or do it in composite. Check out the rs documentation, theres plenty of stuff in there, also check that your render region is using the same settings as your global scene settings, it could be that its different and it didnt pick up on the correct color inputs tab. http://docs.redshift3d.com/Default.html#I/Gamma.html On Thu, Jun 18, 2015 at 9:54 PM, Kris Rivel krisri...@gmail.com 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 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 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 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 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
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 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 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