MrToM
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I can't work out from the comments made so far if there really is an issue with how dark these images are turning out....and by that I mean its a question that has evolved as the comments have progressed....so I dunno if it IS genuinely a problem that you are trying to solve or not.....does that make sense?
Anyway....here's my 2¢.
The original images looked fine to me, dark I agree but to me, also being from a 3D stable, this is normal.
Objects which are not illuminated in their final environment can, and often do, look totally different....the darkening effect in those first images is the result of no input from the environment lighting.....its just black.
That said, the latest images go the other way. The environment is now contributing to the 'global' illumination but how often is one of those things in a totally white environment?
Placed in the right environment, and with the correct lighting it should, and probably will, look fine.
To me, both sets of renders look just as I would expect given the two very different environments....which is why I'm not sure that the brightness of the renders is actually an issue.
Having said that one thing did spring to mind though.....gamma correction.
As a VRay user the idea of 'Linear workflow' seemed to make sense and I read countless articles about the subject. From what I could gather the technique wasn't just for VRay but as a general 3D workflow.....the renderer didn't make a difference.
One of the easiest and best explained articles I read was this one from Aversis...
http://www.aversis.be/tutorials/vray/vray-20-gamma-linear-workflow_01.htm
Although it uses VRay the principles of Linear Workflow are the same regardless of renderer. It certainly produces a much better result.....more detail in the darker areas.
I wouldn't say this is something you definitely should use, I don't think you need it just for games, but for showing work done outside the final environment it may be something that could just 'lift' the darker areas of the model to compensate for the lack of contributing any global illumination.
I tried lifting the gamma to 2.2 in Photoshop on one of your images but it didn't have quite the same effect....not over the entire image anyway so I guess you'd have to do this for real at render time if you were going to do it all.
Anyway....like I said....problem or not, that's just my 2¢.
Regards.
MrToM.
Anyway....here's my 2¢.
The original images looked fine to me, dark I agree but to me, also being from a 3D stable, this is normal.
Objects which are not illuminated in their final environment can, and often do, look totally different....the darkening effect in those first images is the result of no input from the environment lighting.....its just black.
That said, the latest images go the other way. The environment is now contributing to the 'global' illumination but how often is one of those things in a totally white environment?
Placed in the right environment, and with the correct lighting it should, and probably will, look fine.
To me, both sets of renders look just as I would expect given the two very different environments....which is why I'm not sure that the brightness of the renders is actually an issue.
Having said that one thing did spring to mind though.....gamma correction.
As a VRay user the idea of 'Linear workflow' seemed to make sense and I read countless articles about the subject. From what I could gather the technique wasn't just for VRay but as a general 3D workflow.....the renderer didn't make a difference.
One of the easiest and best explained articles I read was this one from Aversis...
http://www.aversis.be/tutorials/vray/vray-20-gamma-linear-workflow_01.htm
Although it uses VRay the principles of Linear Workflow are the same regardless of renderer. It certainly produces a much better result.....more detail in the darker areas.
I wouldn't say this is something you definitely should use, I don't think you need it just for games, but for showing work done outside the final environment it may be something that could just 'lift' the darker areas of the model to compensate for the lack of contributing any global illumination.
I tried lifting the gamma to 2.2 in Photoshop on one of your images but it didn't have quite the same effect....not over the entire image anyway so I guess you'd have to do this for real at render time if you were going to do it all.
Anyway....like I said....problem or not, that's just my 2¢.
Regards.
MrToM.