In this, the third of what will now be four parts, I look at the
manual method of setting up and working in a linear workspace with
3ds Max and VRay.
I'll try not to repeat any of the points made in earlier
articles, but it is important to reiterate that all inputs and
outputs require some form of gamma correction.
The Input
The method I am recommending is to add a colour correction node
to your bitmaps and colours, and then apply an inverse gamma curve
to that by setting the RGB gamma to 0.4545. You should remember
this value from the first article - if you don't, I'd advise you to
take another look.

This will not doubt be a change to your existing workflow and to
start with, you will probably forget to apply this additional node
when creating materials but it really is the simplest method and
most flexible.
It gives you absolute control over the amount of correction you
are applying and allows you to make some materials darker or
lighter depending on your preference, as well as tweaking the other
options that the colour correction node offers.
The Output
As mentioned in part 2, there are slightly different workflows
depending on what you are planning on doing with the render after
the 3d application. If you aren't going to do any post processing
then you will need to bake the gamma correction in to the final
render. VRay does this with the Colour Mapping rollout in the
Render settings.

Baking this gamma correction is also the method I choose when
rendering out test scenes as it gives instant feedback without the
need to get it into post. If you adopt this method, you will need
to remember to revert back to the default of 1 when rendering out
the final image.
There is of course a tool for this that can also help with
previews. What you will need to do is, enable the VRay frame buffer
from the render settings, return the gamma correction colour
mapping to 1 and then toggle the sRGB button to apply the gamma
correction.

The correction is made after the image has been rendered, so
there will be times when you turn it on to correct and brighten up
the image, but because there wasn't enough sampling in the darker
areas, it will become noisy. This is the trade-off for sheer ease
of use! Personally, I don't use this method (for the above reason)
but it is a very useful tool.
By now you should be familiar with both the concept and workflow
involved in manually setting up a linear workspace with 3ds Max and
VRay. It may be worth your while getting to grips with this now by
testing it out on some of your old scenes and seeing for yourself a
marked improvement.
Part four of the series is on its way. In the meantime,
if you'd like to find out more, give the team a call on 03332 409
309 or email 3D@Jigsaw24.com.