to answer your question, if you set lights and shader gamma to 2.2 it means it will de-gamma the color inputs of your shaders and lights for you, just like setting the texture gamma to 2.2 will make it de-gamma any 8 and 16 bit images you plug in. (it will leave float images linear just as it should)
I used to keep them all to 2.2, but there isn't actually anything wrong with leaving the shader and light gamma at 1.0, if you don't de-gamma your textures they will obviously turn out milky in the final render, but the shader and light colors are just... colors so if you don't de-gamma them it just means you will have to adjust them differently to get the desired result. On Thu, Jun 6, 2013 at 12:32 PM, Manuel Huertas Marchena < [email protected]> wrote: > Hi Andreas, > > Sure yes, I get your point well. I'll check that out tomorrow then, once > again didn't though it was a big issue to ask here something like that, yes > I am very aware of NDAs, etc.. > > thanks anyways > > > > > IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio > <http://envmanu.com> <http://envmanu.carbonmade.com/>| > Vimeo<http://vimeo.com/manuelhuertasmarchena>| > Linkedin <http://www.linkedin.com/in/manuelhuertas> > > > ------------------------------ > Date: Thu, 6 Jun 2013 12:24:48 +1200 > > Subject: Re: Quick question about arnold linear workflow > From: [email protected] > To: [email protected] > > > well, technically you and the studio you work for are still under NDA, > thats why they have private mailing lists setup. > > also when you signed up you should have gotten info about what mailing > lists are available etc. > > all in all I'm not sure if its a big deal posting here, but you are still > more likely to get a better answer on the solid angle lists as the > devs/support check those lists as well as most of the arnold users around.. > > > > -Andreas > > On Thu, Jun 6, 2013 at 12:15 PM, Manuel Huertas Marchena < > [email protected]> wrote: > > Hi, > > I have access to the list at my job but I haven't use it yet to be honest, > didn't thought it was an issue to ask something > somehow "generic" here, as I am more used to... :) > > > > > IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio > <http://envmanu.com> <http://envmanu.carbonmade.com/>| > Vimeo<http://vimeo.com/manuelhuertasmarchena>| > Linkedin <http://www.linkedin.com/in/manuelhuertas> > > > ------------------------------ > From: [email protected] > To: [email protected] > Subject: Re: Quick question about arnold linear workflow > Date: Thu, 6 Jun 2013 00:10:06 +0000 > > > .. pardon the intrusion, is there an Arnold to SI (StoA) email list? I > missed that one, I only found the MtoA email list, but that isn’t too > helpful... > > -Draise > > *From:* Andreas Bystrom > *Sent:* Wednesday, June 5, 2013 7:09 PM > *To:* [email protected] > > you should be asking these questions on the arnold list really > > > > On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena < > [email protected]> wrote: > > > Hi There, > > I have a doubt about setting up linear worflow in arnold/xsi, I just want > to double check if I am setting stuff right or not. > I do have my gamma correction settings as follows: > > Driver 1.0 > textures 2.2 > lights 1.0 > shaders 1.0 > > I do use xsi's gamma at 2.2 for the preview instead of the arnold driver > at 2.2 > > Now my doubt comes because some guys told me that lights and shaders > should be at 2.2 and not at 1.0, but doesn't > lights and shaders need to be working in a linear fashion at 1.0? Still > that make me question if maybe I was making a mistake, > as I am not an expert in gamma correction. > > Please bare with me and let me know if I am working fine or if I need to > set lights and shaders at 2.2 for proper lwf > > thanks! > > > > -Manuel > > > > > IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio > <http://envmanu.com> <http://envmanu.carbonmade.com/>| > Vimeo<http://vimeo.com/manuelhuertasmarchena>| > Linkedin <http://www.linkedin.com/in/manuelhuertas> > > > > > -- > Andreas Byström > Weta Digital > > > > > -- > Andreas Byström > Weta Digital > -- Andreas Byström Weta Digital

