Hey,
when i turn my gamma in the cameraimager to 2.2 the material is too bright and differs a lot from the material preview.
Any suggestions?
Env. is on 50% v.
kind regards!
Gamma 2.2 problems
Moderators: ChrisHekman, aoktar
Hi Chillkroete,
the material preview is in neutral condition, while in every scene there are particular lighting conditions, in your case I see an emitter, right?
What happen if you simply reduce the exposure value?
ciao beppe
the material preview is in neutral condition, while in every scene there are particular lighting conditions, in your case I see an emitter, right?
What happen if you simply reduce the exposure value?
ciao beppe
Metal, much like glass, is all about the lighting and you can make the same piece of metal look completely different by moving a single light.
On your surface i can see that there's a light on the other side of the object (Camera -> object -> light), which you can see in the reflection.
You can of course turn down your material base colour but also mess around with the falloff node. I think that your base metal (without the completely shiny fresnel), could be quite a bit darker so it might just be your super shiny metal that you're adding on top, that's brightening your scene up a bunch (specifically because of the lights and the low viewing angle).
On your surface i can see that there's a light on the other side of the object (Camera -> object -> light), which you can see in the reflection.
You can of course turn down your material base colour but also mess around with the falloff node. I think that your base metal (without the completely shiny fresnel), could be quite a bit darker so it might just be your super shiny metal that you're adding on top, that's brightening your scene up a bunch (specifically because of the lights and the low viewing angle).
- Chillkroete
- Posts: 34
- Joined: Thu Apr 14, 2016 9:19 pm
Thanks for the help guys.
so i´m right when i put the response to "linear" and the cameragamma to "2.2" to work in a linear workflow?
and what about the whitepoint? how i have to tweak it to get a neutral white balance when working with 6500k light temperature?
so i´m right when i put the response to "linear" and the cameragamma to "2.2" to work in a linear workflow?
and what about the whitepoint? how i have to tweak it to get a neutral white balance when working with 6500k light temperature?
- ChrisMills
- Posts: 61
- Joined: Mon Apr 13, 2015 9:33 am
- Location: Auckland, New Zealand
- Contact:
Chillkroete wrote:Thanks for the help guys.
so i´m right when i put the response to "linear" and the cameragamma to "2.2" to work in a linear workflow?
and what about the whitepoint? how i have to tweak it to get a neutral white balance when working with 6500k light temperature?
1.
yes
2.
-make a diffuse Octane material with a 50% grey for the diffuse colour.
-put the material on the object you want to appear balanced.
-render to the Live Viewer.
-click the "White Point" box, then the eye dropper icon, then click on the object in the Live Viewer.
@ChrisMills
I was going to suggest that also only using an 6500K arealight. But it seems white point is not picking up a correct color value in the latest version of the plugin. Is it just me? There's still a difference if you turn saturation down?
Correct RGB values for 6500 (converted from standalone) should be: 77.468% , 92.957% , 100%.
Regards
Milan
I was going to suggest that also only using an 6500K arealight. But it seems white point is not picking up a correct color value in the latest version of the plugin. Is it just me? There's still a difference if you turn saturation down?

Correct RGB values for 6500 (converted from standalone) should be: 77.468% , 92.957% , 100%.
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
- ChrisMills
- Posts: 61
- Joined: Mon Apr 13, 2015 9:33 am
- Location: Auckland, New Zealand
- Contact:
Just had a quick look and something doesn't look right for me too. I'm still getting a colour cast after balancing.milanm wrote:@ChrisMills
I was going to suggest that also only using an 6500K arealight. But it seems white point is not picking up a correct color value in the latest version of the plugin. Is it just me? There's still a difference if you turn saturation down?
Correct RGB values for 6500 (converted from standalone) should be: 77.468% , 92.957% , 100%.
Regards
Milan
Hiaoktar wrote:Hey,
issue is not clear to me. But i haven't change anythings about color picking or white point since lot of versions.
I rarely use it so I guess I didn't notice the problem before. I think it could be sRGB to Linear conversion or something like that. Basically, the color that is being picked up is wrong for some reason. Rendering is Ok but it's the color picker that works differently between plugin and standalone.
Picked color in C4D seems darker

Color picker in C4D gives this result: Color picker in Standalone gives this result: Edit: I tried do explain better. Sorry for the confusing scene file.
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780