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  1. RAY TRACING: SPEEDING UP THINGS (OBJECTS)
  2. RAY TRACING: SPEEDING UP THINGS (GLOBALS)
  3. RAYTRACING: INDEX OF REFRACTION (IOR)
  4. RENDERING: FILTERS FOR STILL IMAGES VERSUS VIDEO
  5. RENDERING VIDEO: RENDER FRAMES, NOT FIELDS
  6. RENDERING VIDEO: MAKE SURE VIDEO COLOR CHECK IS ON
  7. RENDERING VIDEO: CHECK YOUR GAMMA!
  8. RENDERING GREAT BIG, GIANT, HONKING, ENORMOUS IMAGES SUCCESSFULLY
  9. DON'T RENDER MOVIES—RENDER FRAMES!
  10. SPEAKING OF THE RAM PLAYER...
  11. RERENDERING FROM THE ENVIRONMENT BACKGROUND
  12. OKAY, SO YOU REALLY WANT TO RERENDER YOUR ANIMATION...
  13. IFL = IMAGE FILE LIST
  14. YOU CAN'T CREATE .IFL FILES ON READ-ONLY MEDIA!
  15. MANIPULATING IMAGE SEQUENCES USING .IFLS
  16. CREATE NESTED .IFL FILES
  17. A CHICKEN AND EGG PROBLEM: HOW DO YOU SET UP AN ANIMATED BACKGROUND FOR A SCENE IF YOU HAVEN'T RENDERED THE BACKGROUND YET?
  18. COULD YOU MAKE THINGS MORE COMPLICATED, PLEASE? (WHAT ABOUT USING A COMPOSITING PROGRAM?)
  19. COMPOSITING USING VIDEO POST
  20. RENDERING WITH SCANLINE MOTION BLUR: MULTI-PASS AND IMAGE
  21. RENDERING WITH SCANLINE: MIX IMAGE AND MULTI-PASS MOTION BLUR
  22. RENDERING IMAGES FOR PRINT: TEACH THOSE PRINT FOLKS A LESSON (OR TWO...)
  23. RENDERING IMAGES FOR PRINT: OH YEAH, ANOTHER THING...
  24. "THOSE PRINT PEOPLE"—MAKE IT EASIER ON THEM WITH 3DS MAX 6
  25. THE PRINT SIZE WIZARD (ENOUGH WITH THE PRINTING STUFF ALREADY!)
  26. MENTAL RAY IS IN THE BUILDING!
  27. MENTAL RAY IS ON THE COUCH!
  28. USE MENTAL RAY'S IMAGE SAMPLING WISELY
  29. IN MENTAL RAY, CONTRAST CAN SAVE YOUR DAY!
  30. HIDDEN LINE RENDERING: RENDER TO VECTORS IN MENTAL RAY
  31. TRIM YOUR (BSP) TREE IN MENTAL RAY
  32. MENTAL RAY PREFERENCES: PLEASE LEAVE ME A MESSAGE
  33. RENDERING AESTHETICS: OUTER SPACE SCENES
  34. RENDERING AESTHETICS: UNDERWATER SCENES
  35. RENDERING AESTHETICS: DISTANT LANDSCAPES
  36. RENDERING AESTHETICS: STILL LIFE AND MACROPHOTOGRAPHY
  37. "HELLO... YOU'VE GOT RENDER!"
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This chapter is from the book

This chapter is from the book

Rendering Video: Check Your Gamma!

Changing your gamma settings before you render won't turn you into the Incredible Hulk, but it can improve your video renderings. By default, 3ds max has its gamma correction turned off, but if you're rendering to video, you should probably turn it on, or your renderings will appear extremely dark on broadcast video. To set this, go to Customize > Preferences > Gamma, check Enable Gamma Correction, and then adjust your display settings. For video, I usually leave my Display Gamma at 1.8, and I change my Bitmap Files' Input and Output Gamma to 1.8 as well. Note that if you have your Material Editor menu open when you change your gamma settings, clicking OK in the Preference Setting menu shows the change in luminance immediately on the sample spheres and their backgrounds in the Material Editor.

Figure 6.7Figure 6.7

A disclaimer: Gamma correction changes your input, display, and rendered output results across the board, not only for video images. You should not make this decision lightly without understanding the algorithm and nature of the changes to your renderings. Certain bitmap formats do not store gamma values, and some 2D applications do not gamma-correct; therefore, tracking your bitmap assets when mapping or compositing in a multiuser production environment becomes a bit trickier than when gamma is off. If you're in such a production environment, instead of setting Display Gamma to 1.8, you should adjust this setting to match each artist's monitor. With gamma set correctly across all devices, your rendered output should look the same, regardless of your final medium.

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