Linear Workflow: A Guide线性工作流程:入门指引 By Dave Fleet 作者:Dave Fleet Software used使用软件: 3ds Max, V-Ray 翻译by:ghostxx.com
This has been the subject of discussions on many forums over recent years. I realized that there were all sorts of tutorials offering often conflicting information regarding the process. This is not the only way, just my way. I would like to thank my mates Ben Cowell and Phil Shoebottom for offering some clarity on a few points.
这个问题的讨论在最近几年已经遍布许多论坛,我意识到有各种各样的教程提供相关的信息,但是往往相互矛盾。这不是惟一的方法,只是我的方式。我要感谢我的队友 Ben Cowell和Phil Shoebottom提供一些明确几个要点参考。
What is "Linear Workflow”?什么是线性工作流程?
Look at Fig.01. What is the difference between the image on the left and the image on the right? The truth is; nothing at all, except the way your monitor is showing you the image.
看Fig.01,,左边的图像和右边的图像有什么区别?事实是,没有任何区别,除了你的显示器的显示方式。
Fig. 01
V-Ray and 3ds Max process the data in which to make an image in "linear space”, also known as Gamma 1.0, but by default all monitors show you the image with a Gamma of 2.2 (sRGB), which basically makes the image look dark, although it actually isn't dark at all. The program just assumes that you are viewing the image with Gamma set to 1.0, instead of 2.2, until you tell it otherwise.
vray 和3ds Max通过处理数据在“线性空间”来创造出一个图像,也被称为伽马1.0,但默认情况下所有的显视器显示的图像是伽马2.2(sRGB),它基本上会使得图像显得黯淡,尽管它实际上不是暗淡的。程序假定您正在查看图像伽马设置为1.0,而不是2.2,除非你告诉它。
Unfortunately this has always been the case with 3D rendering, which means that many artists who don't know about linear workflow learn to light scenes by using a handful of tricks to try and get results you'd expect in real life.
不幸的是3 d渲染一直都是这样,这意味着许多艺术家不了解的线性工作流程,而学会通过大量的伎俩试图得到正确的像现实世界中你所期待的结果。
Things like adding more lights, boosting the Environment/GI levels to incredibly high values, adding some ambient lights with shadows turned off, etc.
诸如添加更多的灯光,提高环境光或 GI的值到难以置信的高值,添加一些环境光源与关闭阴影,等等。
This all adds to the amount of calculations being made by the renderer for no real reason, as all of the data is in fact already there, providing you tell the program to show it to you correctly.
这一切都毫无理由地增加了渲染工作的工作量和电脑的计算量。其实所有的数据实际上已经在这里了,只要你告诉程序去正确地显示出来
Setting up 3ds Max/设置3ds Max
As well as the image itself, textures and materials also need to be correctly converted to Gamma 2.2. Note that V-Ray will ignore all of the Gamma settings in the 3ds Max dialog. We do this step in order to set up the Material Editor to render its thumbnails with linear workflow so that we get an accurate representation of what materials in our render will look like. It's worth noting that you can render in linear space in V-Ray without touching these setting at all, but you won't be able to use the Material Editor thumbnails to accurately tune your shaders.
图像本身以及贴图和材质也需要被正确转换成伽马2.2。注意,vray会忽视所有的在3dsMax内部的伽马设置。我们做这一步是为了设置材质编辑器使它用线性工作流程来显示,为了获得一个准确的材质描述。值得注意的是,你可以用VRAY在线性工作流程里完全不改变这些设置,但是您不能使用材质编辑器的缩略图来准确调节您的材质。
Go to Customize > Preferences > Gamma and LUT. Change the settings to those shown in Fig.02.
打开 Customize > Preferences > Gamma and LUT. 改变设置如图in Fig.02.
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