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

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