Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
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Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
Did any of you encounter washout color of material when using LWF Gamma 2.2? This happens when we merge 3D models to the scene which were not color corrected, or in other way they were made without using LWF Gamma 2.2. Example are 3D cars from *****MOTION haven't we notice it, they look washout in LWF.
So, I made this tutorial on how to convert the diffuse color from a non-LWF to its equivalent color in LWF Gamma 2.2.
FIRST METHOD USING VRAYCOLOR
Here is an example of diffuse color without Gamma/LUT Correction having an RGB value of 255,100,100. Look closely on the color.

Now we have tick the Gamma/LUT Correction with Gamma 2.2, Affect color selectors, Affect Material Editor, input Gamma 2.2, output gamma 1.0. We use the same RGB values 255,100,100. We notice the color changes, this is due to the gamma 2.2, checking the Affect color selectors & Affect Material Editor.

We make another material. Click the diffuse and selecting VrayColor.

In the VrayColor, we put our RGB values 255,100,100 or just copy & paste the color. In gamma correction select specify & gamma value of 1.0 (see image below).

Now we will correct the color by changing the gamma value of 0.4545. This is the invert of gamma 2.2. As we can see the color changes. The RGB value 255,33,33 is the equivalent of RGB 255,100,100 in non-LWF.

Comparing our results, we can say that they are the same color but differ in RGB values.

We copy the result color in VrayColor or manually typing the RGB values. This our final result, the equivalent RGB value of diffuse color from a non-LWF.

We only use the VrayColor to serve as a Color Calculator of RGB's.
SECOND METHOD USING VRAY COLOR CORRECTION
We use the same sample RGB value 255,100,100. In the diffuse color, apply ColorCorrection.

In the color slot of ColorCorrection, copy & paste the color or you can type it manually but express the RGB values in decimals. Divide the corresponding values by 255. For our example, we express it as RGB 1.0, .392, .392 .

Preview of RGB 255,100,100 or RGB 1.0, .392, .392 without color correction.

Now we go to the lightness tab, click advance & in the Gamma/Contrast put the value .4545 (the invert of gamma 2.2). We notice the color changes. This the equivalent value of RGB from a non-LWF.

The second method is the easiest way. Now, we can start converting all our stock models. Lol!!!
Thank you for spending time reading this tutorial... Ciao!!!!!!!!!!!!!!!
So, I made this tutorial on how to convert the diffuse color from a non-LWF to its equivalent color in LWF Gamma 2.2.
FIRST METHOD USING VRAYCOLOR
Here is an example of diffuse color without Gamma/LUT Correction having an RGB value of 255,100,100. Look closely on the color.

Now we have tick the Gamma/LUT Correction with Gamma 2.2, Affect color selectors, Affect Material Editor, input Gamma 2.2, output gamma 1.0. We use the same RGB values 255,100,100. We notice the color changes, this is due to the gamma 2.2, checking the Affect color selectors & Affect Material Editor.

We make another material. Click the diffuse and selecting VrayColor.

In the VrayColor, we put our RGB values 255,100,100 or just copy & paste the color. In gamma correction select specify & gamma value of 1.0 (see image below).

Now we will correct the color by changing the gamma value of 0.4545. This is the invert of gamma 2.2. As we can see the color changes. The RGB value 255,33,33 is the equivalent of RGB 255,100,100 in non-LWF.

Comparing our results, we can say that they are the same color but differ in RGB values.

We copy the result color in VrayColor or manually typing the RGB values. This our final result, the equivalent RGB value of diffuse color from a non-LWF.

We only use the VrayColor to serve as a Color Calculator of RGB's.
SECOND METHOD USING VRAY COLOR CORRECTION
We use the same sample RGB value 255,100,100. In the diffuse color, apply ColorCorrection.

In the color slot of ColorCorrection, copy & paste the color or you can type it manually but express the RGB values in decimals. Divide the corresponding values by 255. For our example, we express it as RGB 1.0, .392, .392 .

Preview of RGB 255,100,100 or RGB 1.0, .392, .392 without color correction.

Now we go to the lightness tab, click advance & in the Gamma/Contrast put the value .4545 (the invert of gamma 2.2). We notice the color changes. This the equivalent value of RGB from a non-LWF.

The second method is the easiest way. Now, we can start converting all our stock models. Lol!!!
Thank you for spending time reading this tutorial... Ciao!!!!!!!!!!!!!!!

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
Thanks Master Mokong!

christiange- CGP Apprentice

- Number of posts: 239
Age: 30
Location: dubai
Registration date: 24/08/2010
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
Very informative and very useful.thanks for sharing 


yaug_03- CGP Guru

- Number of posts: 1790
Age: 28
Location: Cainta,Rizal
Registration date: 06/07/2009
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
-nice, thanks sir!! 


deosrock- CGP Expert

- Number of posts: 2032
Age: 34
Location: CAGAYAN VALLEY, REGION 2
Registration date: 24/03/2009

Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
Your welcome po mga sir..

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009

aesonck- CGP Guru

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Location: Philippines. La Trinidad-Visayas
Registration date: 13/07/2010
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
This tutorial will stand only on cases when you need to pick up colors from an old render or need to specifically maintain swatches from an old render and you need to re-render with LWF. For new projects - do not bother with this. Otherwise you'll break the car even more when it's not even broken at all...
The procedure above is something you do depending on how you set up the gamma preferences in max.
If the affect color selectors in teh gamma preferences are checked and you are starting a new project, you do not need to tinker with values specially if you have set the gamma preferences already to 2.2. All colors will be automatically converted to 2.2. That color swatch is there only for you to visualize what color appears in the rendering. You may pick the color swatch and choose the color you want, remember though that the color picker is 8-bits internally so while you are getting a color you want - it is not a floating point value. if you arent compositing, no big deal. Isa pa, you set colors visually anyways, so don't bother.
So do not think the above tutorial is something you need to do everytime. It is just an explanation on how to arrive at colors when you have messed up the gamma setting while in a middle of a project.
If you want precise colors, make a bitmap of your colors instead and load that up. (gamma correcting a bitmap requires another explanation - I'll do that later)
LWF is serious stuff, and it takes time to get used to it specially the wash out looks in the mat editor the first time you do set it on. Do not tinker with the dials or don't do LWF at all if you do not know what you are doing or if you think your renders with the No-LWF setup is fine as it is.
The procedure above is something you do depending on how you set up the gamma preferences in max.
If the affect color selectors in teh gamma preferences are checked and you are starting a new project, you do not need to tinker with values specially if you have set the gamma preferences already to 2.2. All colors will be automatically converted to 2.2. That color swatch is there only for you to visualize what color appears in the rendering. You may pick the color swatch and choose the color you want, remember though that the color picker is 8-bits internally so while you are getting a color you want - it is not a floating point value. if you arent compositing, no big deal. Isa pa, you set colors visually anyways, so don't bother.
So do not think the above tutorial is something you need to do everytime. It is just an explanation on how to arrive at colors when you have messed up the gamma setting while in a middle of a project.
If you want precise colors, make a bitmap of your colors instead and load that up. (gamma correcting a bitmap requires another explanation - I'll do that later)
LWF is serious stuff, and it takes time to get used to it specially the wash out looks in the mat editor the first time you do set it on. Do not tinker with the dials or don't do LWF at all if you do not know what you are doing or if you think your renders with the No-LWF setup is fine as it is.

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
yep sir your right.. i made this tutorial for old renders or models w/o LWF converted to LWF Gamma 2.2 .. for starting a new project in LWF Gamma 2.2 settings there's no need to color correct but if you merge previous models made in non-LWF, then that's the time to convert.

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
A more painless process> Check the Linear workflow tickbox in the color mapping parameters.



v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
yeah checking the linear workflow in color mapping is only good for old renders non LWF.. how about if you merge 3d models which were not made in a LWF set up to a current scene with LWF? I bet we should manually color correct, am I right?

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
Well I have yet to know till I render and check. Safest way is to convert the old file first (via the shortcut I mentioned) before merging to an LWF setupped file. Don't you think so?

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
There are two options.
1. Convert the old file first then merge to the scene.
2. Merge it to the scene then convert.
I bet option number 1 is better, we can save more time when making new projects. We can make another folder for converted models.
1. Convert the old file first then merge to the scene.
2. Merge it to the scene then convert.
I bet option number 1 is better, we can save more time when making new projects. We can make another folder for converted models.

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
mokong wrote:There are two options.
1. Convert the old file first then merge to the scene.
2. Merge it to the scene then convert.
I bet option number 1 is better, we can save more time when making new projects. We can make another folder for converted models.
No 1 is exactly what I suggested. There is no better way than to lessen the risks even before you proceed.
Isa pa, simple color swatches for cars isnt a big deal at all...

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Converting a non-LWF Diffuse Color to its equivalent in LWF Gamma 2.2
v_wrangler wrote:Well I have yet to know till I render and check. Safest way is to convert the old file first (via the shortcut I mentioned) before merging to an LWF setupped file. Don't you think so?
So, you mean sir you will have to tick linear workflow in the color mapping from the old file. Then you merge in it to the scene with LWF setup, I guess it will carry those settings in the old file because in the current setup (LWF) you will not have to tick the linear workflow in the mapping. If we try to tick that (linear work flow) it will mess up our render.

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
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