Hi Christopher,

do you have indirect illumination as your main source of light in the scene?

Technically, your composite comp seems correct, you multiply raw diffuse by 
it´s diffuse level (wheight).
If there is hardly any direct light contribution, your result will be pretty 
much black.
You would need to add that indirect illumination contribution to get your 
illumination/brightness back.

I´m not sure about the gamma 2.2 node you´ve put in, it could as well need be 
for a 0.4545 value gamma node
instead and even obsolete if you output to *.exr. I don´t know how Composite 
handles the display of linear files,
e.g. if you can set a display gamma for the viewer but leave the files linear 
as in nuke?

A quite reliabe way to check raw renderelements is using the xsi flipbook, 
it´ll show you *.exr with
a (preview!)gamma for the display of 2.2 by default but leaves the files 
unmodified, where Photoshop
wants you to assign a colorprofile on import (which is not helping in verifying 
a file, yes).
That is similar to nuke displaying linear files (if the viewer is set to 
2.2/sRGB).

AfterEffects is not bad in general for working in linear space but it would be 
cumbersome to daisychain
your various multiply and add operations on your layers due to the "stacking 
layers" approach to compositing
of AE.

That said, here´s a few tutorials I find helpful whenever I have to remember 
the proper workflows or
figure out what I did, they are for VRay but easy enough to transfer in terms 
of concept.

I hope this helps, it can be hard to get working in linear space right, which 
is the foundation
to be able to properly composite raw outputs into a beauty that looks like it 
was supposed to.

--

My favourite (I always have to get back to that one when I set up renderlayers 
for compositing):

http://vray.info/tutorials/basiccomping/

--

Similar approach, some extra info:

http://www.jlynson.com/basic-renderpass-compositing-in-vray/

--

Compositing things in Photoshop:

http://www.timsportfolio.co.uk/tutorials/renderelements/

http://www.3dtotal.com/tutorial/3d_studio_max/compositing_vray_render_elements/vray_render_elements_01.php


http://cg.tutsplus.com/tutorials/chaos-group-vray/compositing-v-ray-render-layers-in-photoshop/


--

Cheers,


tim















On 05.06.2013 08:19, Jens Lindgren wrote:
And those files are EXRs right?


On Wed, Jun 5, 2013 at 4:13 AM, Christopher <[email protected] 
<mailto:[email protected]>> wrote:

    I did the composite in composite (no pun intended) The result is the same as 
photoshop, doesn't make sense.  The Gamma 2.2 node is a sRGB node, the blend & 
comp settings are
    above the composite tree.

    Can anyone clarify if this is correct and I need to proceed with the other 
layers for it to look like the render or is something not flowing correctly ?

    ::Christopher::


    Christopher wrote:
    Thanks for the suggestions and tips, very helpful :) I have composite 
installed, I wonder if I should even use After Effects if working in linear is 
so much problem, rather
    go between FXTree and/or composite, composite for 2013 is probably the most 
stable, I can't speak for 2014.
    (did this message go though, lately having server problems --- delay ?)
    ::Christopher::

    Rob Wuijster wrote:
    You could use AE, but it's still a pain in the behind. Adobe just doesn't 
get linear workflow.

    And PS might be better in CS4,5,whatever, it's no compositor.
    You can try the FXTree, or install Composite, it comes with Softimage.

    Other than that you can try Blender, it has a pretty decent compositor for 
a free app.
    Nuke, or Fusion are too expensive for most people, despite being the better 
apps for compositing.
    Rob

    \/-------------\/----------------\/
    On 3-6-2013 18:50, [email protected] <mailto:[email protected]> wrote:
    changing the image/look radically.
    Adding a ton of technical passes together in a “correct” way – creating the 
look in compositing and then heavily modifying/manipulating it is a minefield.
    I would only recommend Nuke for that.
    If you just put the layers together – with a few small changes perhaps – 
than FXtree is just fine.
    *From:* Christopher <mailto:[email protected]>
    *Sent:* Monday, June 03, 2013 6:30 PM
    *To:* [email protected] 
<mailto:[email protected]>
    *Subject:* Re: Compositing Levels
    I have never touched the FXTree, I will start now with this comp :) What do 
you mean transform the image ?

    ::Christopher::

    [email protected] <mailto:[email protected]> wrote:
    better not ask my opinion on any adobe product – at least I can see some 
use for Photoshop – but compositing it aint.
    I whish I could recommend FXtree without caveats – as you have it right 
there in XSI and to a degree it will work - quite well even.
    But there are some pitfalls. Clipping is one of them – and it doesn’t have 
display gamma afaik – so you’ll have to resort to adding a 2.2 gamma in the end 
of the comp (not
    on the luma but on R G B each!)
    Last I did a multi-channel-comp in FXtree compared to beauty render – I got 
it almost perfect. For a simple case that is.
    If you don’t intend totally transform the image it’s probably fine – and by 
any means, much less of a headache than Photoshop.
    *From:* Christopher <mailto:[email protected]>
    *Sent:* Monday, June 03, 2013 6:07 PM
    *To:* [email protected] 
<mailto:[email protected]>
    *Subject:* Re: Compositing Levels
    For a program that cost $1K such as Ps it's quite restricted for this type 
of work, I still wonder why I have a zillion color profiles in Photoshop. I 
imported the levels
    as linear gamma, but upon import in photoshop I let photoshop apply sRGB 
(2.2 gamma), I suppose I shouldn't.  You make it sound as though I will fight 
will Ps to get
    things right, although you probably are right :)

    I'm going to do the comp all in linear, see what results I get.  I need to 
find an alternative to Photoshop, Nuke I don't use here.  Is AE more better 
then Ps, or more of
    the same ?

    ::Christopher::

    [email protected] <mailto:[email protected]> wrote:
    > If the above is correct, what is ticking me off is it is so dark, when I 
render in the renderer, it's nice,...
    are you looking at it with proper gamma correction?
    oh right it’s photoshop...
    well, in XSI you are probably seeing the linear image with a gamma 
correction added (which is the desired way to work) – but most other software 
will show it without
    gamma - So if you add a gamma of 2.2, chances are it will look like what 
you expected.
    But here’s the twist: you should not be using that gamma – first do the 
comp and add it in the end. Or actually – better not add the gamma at all and 
rather export the
    image to the correct target color space.
    > Photoshop 'add' blend mode doesn't work in 32-bit color space, what is 
the correct alternative ?

    Nuke.
    Really – you can’t expect to use Photoshop for a comp like that and have 
the same result as in the renderer – it has the maths all wrong and doesn’t 
even know how to
    handle an alpha.
    What you’re trying to do will work correctly the first time around you try 
it in nuke (ok – perhaps that’s wishful thinking)
    Add (or Plus in Nuke terms) is the one and only proper blend mode to use - 
it’s called linear dodge or something senseless like that in Photoshop I think.
    Screen is not correct - though handy at times, it will never give you the 
same result as in the renderer. (except for the speculars in the mr skin shader 
– but that’s
    another story)
    Seriously – photoshop isn’t worth all the pain for this kind of thing. I 
know it might sound harsh but that’s just how it is – photoshop will not work 
the same way as the
    renderer.
    If you just want to mess around with some layers and make something 
whatever – I guess you can use photoshop – but if you want to get the same, 
correct result, as in the
    renderer – don’t use photoshop.
    If your client wants to receive a layered photoshop comp... then though 
luck.

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--
Jens Lindgren
--------------------------
Lead Technical Director
Magoo 3D Studios <http://www.magoo3dstudios.com/>

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