Gamma and LUT preference learning for 3d max

Here, https://blog.csdn.net/bcbobo21cn/article/details/113361617

    Converting the max model to 3d tiles was not successful; let’s take a look again;

Open a 3dmax built-in model;

The following dialog box appears; default;

The following dialog box appears again, default;

Open the model;

Export as Obj, the option is default;

The export is over; the vertices, normals, triangles, etc. contained in the model are counted one by one;

Then turn this Obj into 3d tiles and take a look;

   Can't convert; there will be no result;

See if the options during the operation will have any effect;

The options shown in the figure below are enabled by default; if disabled,

    Open the model again, the Gamma and LUT settings of the file do not match the dialog box will not appear, open the model directly;

 

Gamma and LUT preferences

On the "Gamma and LUT" panel of the "Preferences Settings" dialog box, you can set options to adjust the Gamma and look-up table (LUT) values ​​used for input and output images and monitor display.

Menu: "Customize" menu "Preferences" "Preferences Settings" dialog box "Gamma and LUT" tab

Lookup Table (LUT) Calibration
This feature allows studios to implement a consistent method of displaying colors, assuming their monitors are calibrated to the same reference. Therefore, it is possible to produce a result close to the result obtained by the synthesizer by canceling the variables in the equation: the way colors are displayed on the screen.

Note: The lookup table control controls available here do not affect the exposure control or lighting of the scene. But they affect the color of the final image, which is only related to the display. By having a reference (monitor with calibration) between the studios, the use of standardized tables minimizes the variables in the rendered output.
Also, please note that the LUT system of the system suite is very complex and provides various controls and various styles of lookup tables. This function only integrates "View LUT", which is located in the Composite, here only the displayed image is modified.

Gamma correction
Gamma correction can compensate the non-linearity of computer display and encoding of common image file formats.

Standard computer monitors are non-linear devices in which the difference in actual brightness (light output) does not vary linearly with the code value stored in the monitor. In the 0-255 ratio range used by most display devices, an increment between 0 and 1 means that the brightness change is much smaller than the increment between 254 and 255.

This is called Gamma coding. It uses the fact that human vision is more sensitive to changes in low light levels than changes in high light levels to effectively use these increments. Therefore, Gamma-encoded images are sometimes referred to as being in the perceptual color space.

In contrast, the calculations done by the renderer are performed in physical space, in which the calculated values ​​are linearly mapped to changes in brightness.

If the scene calculated using linear data is directly displayed on the computer screen, the image on the screen will not match the reality when viewed with the naked eye under natural light. Gamma correction can overcome this mismatch.

Mathematically, the calculation method of "Gamma" is output_intensity = input_intensity (1/gamma). That is, the result is the reciprocal power of the gamma value of the original value. One result of this calculation is that the image is not adjusted at all when the gamma value is 1.0.

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Origin blog.csdn.net/bcbobo21cn/article/details/113710592