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3ds Max Wish List Post your Autodesk 3ds Max Wish List items here as they relate to architectural visualization workflows.

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Old June 17th, 2008   #1 (permalink)
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Default Mental Ray Exposure Modifier

Does this work for Mental Ray wishes also. How about making the camera exposure part of the modifier stack, that can be applied to a camera. This way I don't have to change the exposure when I am changing views.
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Old June 17th, 2008   #2 (permalink)
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Default Re: Mental Ray Exposure Modifier

I like this one, would be very handy

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Old June 18th, 2008   #3 (permalink)
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Default Re: Mental Ray Exposure Modifier

Hey Guys,

Didn't Zap produce a rough script for something like this?
a proof of concept as it were.
I seem to remember that it was applied to an existing Max
camera and fed parameters from the exposure plugin!!

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Old June 18th, 2008   #4 (permalink)
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Default Re: Mental Ray Exposure Modifier

Do you know where I can find Zap's scripts? I have searched for them, but can't seem to locate them.
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Old June 18th, 2008   #5 (permalink)
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Default Re: Mental Ray Exposure Modifier

i am not familiar with the vray physical cam but zap's script was basially a mental ray version, in fact i actually think it was called mr physical camera.

when you say so that you don't have to change exposure when you change views??? why would you need to change exposure when you switch to another view anyway???

surely another view would just be a different camera angle of the same scene, in which case, if it is the same scene then the lighting solution remains the same and therfore if the exposure is correct in one view it would be the same at all angles providing the lighting solution doesn't change (and also providing you are not meaning change from interior view to exterior view)???

or

do you mean setting one cam on the interior and one on the exterior and then applying interior exposure settings to the interior cam and vice versa with the exterior cam??? if thats what you mean then yes that would be very useful because then we could use one switch from an exterior to an interior in the viewport without having to dial in new exposure parameters to compensate for the change in lighting scenario (interior and exterior being the lighting scenarios)

sorry if that was a bit long winded
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Old June 18th, 2008   #6 (permalink)
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Default Re: Mental Ray Exposure Modifier

Quote:
Originally Posted by daveb867 View Post
i am not familiar with the vray physical cam but zap's script was basially a mental ray version, in fact i actually think it was called mr physical camera.

when you say so that you don't have to change exposure when you change views??? why would you need to change exposure when you switch to another view anyway???

surely another view would just be a different camera angle of the same scene, in which case, if it is the same scene then the lighting solution remains the same and therfore if the exposure is correct in one view it would be the same at all angles providing the lighting solution doesn't change (and also providing you are not meaning change from interior view to exterior view)???

or

do you mean setting one cam on the interior and one on the exterior and then applying interior exposure settings to the interior cam and vice versa with the exterior cam??? if thats what you mean then yes that would be very useful because then we could use one switch from an exterior to an interior in the viewport without having to dial in new exposure parameters to compensate for the change in lighting scenario (interior and exterior being the lighting scenarios)

sorry if that was a bit long winded
Both. If I am facing the building with the sun behind me for one camera, and the next camera I am on the other side of the building facing the sun, more than likely I will need to key in different exposure settings. Or, it I move to a view that is entirely in shadow, I will probably need to key in different exposure settings for the camera.

If I am doing an interior scene with multiple views, maybe a few different rooms in the same model, etc... There is a good chance that I will need different exposure settings. Maybe one room is getting light from the outside, maybe one isn't. They will need to be exposed differently.

I can do all this with scene states and such, but in reality that is extra steps where things can get screwed up. If they are attached to the camera, and change automatically when I switch to a different camera, there is less coordination needed on my part, and therefore less of a chance I will come in a morning before a deadline only to find out that I forgot to switch something when sending a different camera to render.

There is the BO physical camera script from the German Mental Ray forum. It is more robust than the standard Mental Ray exposure, or at least it ties several features of the Mental Ray exposure into one roll out in an effort to make it easy to work with, but this also creates a condition where I need to switch more than just my camera when switching views.
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Old June 18th, 2008   #7 (permalink)
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Default Re: Mental Ray Exposure Modifier

Quote:
Originally Posted by crazy homeless guy View Post
If I am doing an interior scene with multiple views, maybe a few different rooms in the same model, etc... There is a good chance that I will need different exposure settings. Maybe one room is getting light from the outside, maybe one isn't. They will need to be exposed differently.
Hey Travis,

In such scenario I am not to sure I would give the extra
time to setting up multiple exposures in Max??
using Floating point and tweaking exposure after the fact
in Combustion (or such) seems a quicker/more flexible
approach to such a multi cam set up!

Regards
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Old June 18th, 2008   #8 (permalink)
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Default Re: Mental Ray Exposure Modifier

Quote:
Originally Posted by Brian Bradley View Post
Hey Travis,

In such scenario I am not to sure I would give the extra
time to setting up multiple exposures in Max??
using Floating point and tweaking exposure after the fact
in Combustion (or such) seems a quicker/more flexible
approach to such a multi cam set up!

Regards
Bri
I am trying to get away from using floating point due to the bloated file size. Yes, I can always convert everything to a different format after I have it where I want, but again, that is additional steps.

But anyway... Can you really correct a floating point to that degree in Combustion?

I have used PhotoShop in the past with floating point files, but decided that the degree to which they were adjustable was dissapointing, and not worth the extra steps. Especially since the DMVC where I learned Lon's camera raw trick, which I do not think works with either EXR's or HDR's.

I have Combustion 4 sitting on my shelf, but have not worked it in to my production work flow yet.
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Old June 18th, 2008   #9 (permalink)
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Default Re: Mental Ray Exposure Modifier

bloody hell, just when i thought i'd mastered exposure etc, you now throw something new into the mixer for me to think about haha.

back to the drawing board eh?

if i setup an interior camera and sunlight is coming through the window, i set my exposure etc and render, voila.

if i then change the time on the daylight system so that the sun is facing away from the window, or if i just rotate the compass 180 degrees, i will then need to change my exposure. i was under the impression that my exposure would be fine left alone, yes the render would be darker than the original render with light coming through the window but wouldn't that be how it appears in real life anyway???? if i adjust the exposure for the room with no direct sunlight then surely that would just be to brighten the room which would then be unrealistic according to the real world???

if that is the case then do you change the exposure for visual beauty/physical correctness or photographic correctness???

i am confused
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Old June 18th, 2008   #10 (permalink)
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Default Re: Mental Ray Exposure Modifier

Quote:
...Especially since the DMVC where I learned Lon's camera raw trick, which I do not think works with either EXR's or HDR's...
Can you describe this process? It sounds interesting.

I haven't compared a 32-bit render to a 8/16-bit file size, but I'm guessing it's 2 or 4 times the size (that extra info has to go somewhere).

HD storage is cheap - just curious why the filesize is an issue.

I'm very comfortable with photoshop and am always on the lookout to learn something new (especially from someone experienced), thus my questions.

After I was exposed (forgive the pun.. hehe) to 32-bit frame buffer and Image -> Adjust -> Exposure in Photoshop, I'm a huge fan of it. While maybe not perfect, it's certainly acceptable (to me, anyway). The ability to take a completely overexposed and blown out render, move a slider, and it looks pretty darn good... is remarkable.
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