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• Gives work purpose.

• Better quality outcome.


Real World VS Computer Space.

• Reality VS technology – monitors are ‘lying’ to us in the sense that our eye are actually having to fill in
the blanks. As in the real world we see much more colour, variation and subtlety than the monitors are
actually able to provide.
• The monitors are also having to filter a lot of information and calculations in order for us to see what is
on screen.
• Low and high dynamic range – something is being reduce so that we can actually see something on out
monitor; so information is being lost via the monitor.
• Signals – eg a TV signal is actually muck darker than it actually is on our screens; as when the signal is
outputted the screen is brightening the image through using a gamma correction curve which will
brighten or darken an image depending on its information. Meaning something could be lost and or
changed.
Real World VS Computer Space- Behind The Scenes.

Raw image. Image when outputted on a screen.


• Lots of image information. • Image information is lost as well as
• Lots of colour range. colour range.
• Lower gamma curve. • Gamma is also corrected so that we can
actually see it on the screen.
Bit Image.

• 8 bit – low dynamic range image – standard Jpeg image file. Contains purely integers and no decimal
numbers so information there is lost. More of a representation of what it needs to be without any excess
information.
• 16 bit – high dynamic range image - somewhere between an 8 bit and 32 bit, but colours are still limited
and there is no decimal places in-between
• 32 bit – high dynamic range image – full HDR image, uses decimal numbers so had much more colour
variation and retains all the colour information that would otherwise be lost in an 8 bit image.

• HDR is important as it is the way that lighting happens within a rendering engine, especially if you are
using a HDR image to light your scene (image taken on set for example, by capturing all the light
information in a set into a chrome ball).
Gamma Intensity and Gamma Correction Curves.

1.

2.

3.

1. Even gradient – but might be too dark for our monitor to actually see it.
2. Linear is multiplied by 2.2 to obtain a brighter image. – light tonal gradient.
3. Images can sometimes be too bright so image will need to darkened- so multiply 2.2 by 0.454.
• Linear curve happens in CGI images, in monitors and in term of how we calculate the render.
• Important note: trying to work in a linear fashion and at the end brighten it up so we can see
it on our monitors/ cinema screen.
Embedding that change within our image; that correction of 2.2 in that image. Important to
know as it affects how we calculate in CGI.
Textures: Been through photoshop and have that embedded gamma of 2.2. so it needs to be
reversed so they end up as a linear of 1.
Material, lights and HDR (raw) images: Have a gamma of 1 as they are generally linear.
Colours: Generally have a gamma of 2 to 2.2 so they need to be reverse by 0.454.

So information comes in and is converted to 1 and then after rendering, everything put back up
to become visible on the screen.
Gamma Correction in Maya to help with a Linear Workflow.

In Maya we have colour management to help with a linear workflow as it is not built into the
system where as renderers like Arnold, metal ray and render man have linear workflow
capability.
Difference between Maya and Arnold software: Linear Work Flow.

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