If you have read the first part of my gamma correction
article, you should now understand exactly why this alteration to
your workflow is necessary.
In this second part, I will look at the built-in linear workflow
within Autodesk 3ds Max. It is the quickest method as it is
controlled entirely by 3ds Max and requires no disruption to your
existing workflow.
The test scene
We will be using the test scene in figure 1 for all of the
examples. It is a very basic scene consisting of a box with a
wooden floor, a camera, 3 VRay lights and a simple structure acting
as the light fitting. All render, material and light settings will
remain the same, unless otherwise stated.

Figure 1. The test
scene
The 3ds Max preference method
When the above scene is rendered with default 3ds Max settings,
the result is figure 2.

Figure 2. Default
settings
As you can see, the image is very dark with almost no detail in
the darker areas. Previously, most users would just try and
compensate for the lack of light by either increasing the intensity
or even quantity of the lights. As explained in part 1, there are
obvious drawbacks to this. Figure 2 illustrates the effect of
increasing the intensity of the lights.

Figure 3. Higher
intensity lights
Although you may have accomplished your goal of getting more
light into the scene, you have also introduced some very small
artifacting around the lid of the teapot as well as a severe
hotspot on the back wall. If you cannot see this highly contrasted
hotspot, try raising your chair ever so slightly. You will see that
the gradient is very sharp and not at all realistic.
What you should be doing is gamma correcting both the input and
output. The simplest method is to go to Customise > Preferences
> Gamma and LUT, and select the settings shown in figure 4.

Figure 4. Gamma and LUT
preferences
Once these preferences have been set, our rendered test scene
looks like figure 5.

Figure 5. 3ds Max gamma
correction
The benefits are there for you too see but, if you need any
reminding, please refer back to the previous section which lists,
in detail, the full benefits of working in a linear workspace.
Because we aren't doing any post-processing with this scene, it
is perfectly acceptable to export a non-linear gamma corrected
image. If you were intending on post-processing the image, you
would need to override the output in the 'Save as' dialogue box or
alternatively disable the 2.2 output default in the preferences.
You will also need to output in anything other than the JPEG
format! We recommend either half float OpenExr, 16-bit TIFF or PNG,
anything else is either overkill or doesn't contain enough image
data.
I'm sure you will agree that this method is very simple and we
hope you can see the benefits of making this change to your
workflow. In the upcoming articles, we will cover the manual
methods of both VRay and Mental Ray with 3ds Max.
To find out more, get in touch with the team on 03332
409 309 or email 3D@Jigsaw24.com.