You could also post a wish to add a color multiply control in the color correct node. That would probably be the easiest way to colorize a black and white image. So I'd take the color correction map, but it in a composite map, make a new map that's set to red ontop, and set that layer to multiply. What you really want to do is multiply your image with red. Because the saturation is a multiply, a saturated of 0 multiplied by anything produces 0. In max 2014, you have a greyscale color, then you turn up the saturation. Because the saturation is an add, it's adding hue color red to the image, causing it to turn red. In max 2013, you have a greyscale color, then you turn up the saturation. Otherwise there may be a confusion, as the apparent tuning of materials will be produced in gamma 1.0, but actually inside the program it will be transformed into gamma 2.2. First, you don't even need to use the tint, you can reproduce the issue entirely with saturation. Since the renderer operates in a unusual gamma we got to set 3ds Max display mode to gamma 2.2 for 'Material Editor' and 'Color Selector' colors to become correct. So what's happening in your case is this. Well, looks like max 2014 is now doing a multiply. I was never 100% sure on the math, but it always looked to me that the Saturation in max 2013 and before was doing an add/subtract, which led to the odd results, wheras photoshop was doing a multiply, which led to more predictable and better looking results. Here's the original bug:īasically, turning down the saturation on images produced nasty artifacts. There was a bug fixed that changed the functionality a bit.
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