Luminance material channel
Posted: Thu Dec 03, 2009 11:57 am
Hi guys
Perhaps you can help me with this odd rendering problem
Using C4D 11.5 with latest win 32bit patch. I use AR3 for Rendering.
I believe that the luminance material channel is where I place a texture that will not be further affected by any lights in the scene. This is good.
BUT
I have a standard (not HDRI) photo of a street with good lighting that I am using in the luminance channel as a projection, using projection man.
I project the photo onto some basic cubes and planes made editable. In the view window it all projects really well. The view looks exactly the same as the photo including the colour, contrast, light areas and shadows and pixel resolution. Identical to photo so far, this is good!
The problem is when I render the scene everything is much much darker than the photo??
There are no lights in the scene as I believe with luminance channel material they are not required?
I CAN brighten the render using the picture viewer filters and render gamma, although it is difficult to get EXACTLY the same as origonal photo .
My question is, why is it darker at all, when I thought the idea of luminance channel is to use texture (Photo) as it's own brightness? Is there a way to get the same brightness as the projected texture shows in the perspective view window, in a render? Why is there a difference? Should there be a difference in the viewport display and the render, or am I doing something wrong?
IK
Perhaps you can help me with this odd rendering problem
Using C4D 11.5 with latest win 32bit patch. I use AR3 for Rendering.
I believe that the luminance material channel is where I place a texture that will not be further affected by any lights in the scene. This is good.
BUT
I have a standard (not HDRI) photo of a street with good lighting that I am using in the luminance channel as a projection, using projection man.
I project the photo onto some basic cubes and planes made editable. In the view window it all projects really well. The view looks exactly the same as the photo including the colour, contrast, light areas and shadows and pixel resolution. Identical to photo so far, this is good!
The problem is when I render the scene everything is much much darker than the photo??
There are no lights in the scene as I believe with luminance channel material they are not required?
I CAN brighten the render using the picture viewer filters and render gamma, although it is difficult to get EXACTLY the same as origonal photo .
My question is, why is it darker at all, when I thought the idea of luminance channel is to use texture (Photo) as it's own brightness? Is there a way to get the same brightness as the projected texture shows in the perspective view window, in a render? Why is there a difference? Should there be a difference in the viewport display and the render, or am I doing something wrong?
IK