Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Thu Jan 07, 2016 8:50 pm
What does this mean?daniel.reutersward wrote:... but the materials are impossible to see/use.
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What does this mean?daniel.reutersward wrote:... but the materials are impossible to see/use.
This is how my material editor/material previews look like when 3Ds Max Gamma is completely disabled. Like gamma 1,0 or 0,5 or something way off.JimStar wrote:What does this mean?daniel.reutersward wrote:... but the materials are impossible to see/use.
Thank you for the information Jim!JimStar wrote:daniel.reutersward
Yes, this is in gamma 1.0.
And there are two reasons why:
1. 3ds Max SDK does not let the plugin to change the gamma of the material picker control, so it is always in gamma 1.0 if 3ds Max gamma is disabled. Thus the plugin is forced to keep the material balls in gamma 1.0 too - to match the color picker control.
2. Even if I find some hack to be able to set the non-1.0 gamma in Max material picker - there will be still the ambiguity in what exact gamma value must be set for material editor if Max gamma is disabled and Octane tonemapping is used instead. Imagine a corner-case: a user has a couple (say 10) of Octane cameras with different gamma/response settings each. The material editor preview could only match one of these settings at the time, so it will be anyway wrong in 9 of 10 cases.
I will investigate some more to improve this.