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Hello,
I am trying to switch to a physically based lighting system. I have a background I use for product shots containing a large half dome with a Matte/Shadow/Reflection mat on it. It has worked fine with gamma 1.8 and a standard sky light + HDR environment.
But now I’m switching to an MR Daylight system with MR Photo Exposure on, and gamma set to 2.2. All my old textures render fine but not the Matte applied to the dome. It comes out black. Turning on Process Background maps does nothing.
Does gamma affect Matte materials differently? What am I missing?
Thanks
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Update…
Cranking the Output Amount slider all the way up in the Output of the bitmap gets me closer to how it should look. But I still don’t understand why I need to do this for a Matte map and none of my other textures.
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why-does-mental-ray-render-my-background-black
Why are you using M/S/R material for a skydome?
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Because I don’t want it to be lit/shaded by any lights. I just want to display the texture as is.
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I think the problem is happening because your matte/shadow material is not receiving any illumination from the scene lights. This is normal, of course, for a matte/shadow material. But since the rest of the scene is being lit by the Daylight system, the exposure control is toning your scene way down so that it doesn’t get over exposed. When the normal scene objects are toned down, they look normal, but when your matte/shadow object is toned down it gets way too dark.
I don’t know of any way to exclude objects from exposure control. It seems you have found a workaround by adjusting the Output though.
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
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