This will be correct for most image file types however HDRs and other linear colour space files should be set to 1.0. When you choose an image as a texture select “Override” in the gamma settings and set it to 2.2. This can be a pain if you’ve already completed a scene so in future make sure you set up your linear workflow first before doing anything else. ![]() ![]() Next we need to make sure all our textures and images are set to the correct gamma. Open up the Gamma and LUT settings from the Rendering menu in 3ds Max and check the following: “Enable Gamma/LUT Correction”, set the gamma to 2.2, check both “Materials and Colors” boxes, and set the bitmap input gamma to 2.2 and it’s output to 1.0. I won’t go into why we have to do gamma correction, just how we do it. This is a necessary evil for all rendering and should be adhered to whether you’re rendering in passes or not. The first step is to set up our linear workflow. We’ll start off with a basic composite using only 5 passes and further on we’ll tackle an advanced method using 13 render elements. The same principles will apply to other compositing and 3D packages as well. In this tutorial I’m going to get straight to point with quick yet powerful formulas for advanced render element compositing in After Effects using VRay for 3ds Max. ![]() Being able to adjust colours, reflections and even individual lights in the scene long after the render is complete is not only exceptionally powerful, but also sometimes necessary for speedy turnaround on client changes. Compositing VRay render passes is an important subject for the purposes of both quality and flexibility in our compositing workflow.
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