wizofboz wrote:I think modern versions of most operating systems use gamma 2.2 internally nowadays, so you should probably use that value in yafaray. You should make sure your monitor is calibrated to that gamma value too.
wizofboz wrote:Textures are converted to linear gamma according to the gamma input value. Yafaray actually expects to use linear textures when rendering, so instead of converting each texture manually you can set the gamma input to 2.2 (or whatever gamma you use) and yafaray will automatically convert from that gamma value to linear.
wizofboz wrote:If you are saving to an 8-bit format like png and you want a gamma-corrected render then you will set gamma output to 2.2 or whatever gamma value you want the render saved with.
wizofboz wrote:But I agree with you that an 8-bit format is not very suitable for tonemapping, so you should use a 32-bit float format like exr instead. In this case, if you render into the blender image editor then you will want to explicitly set gamma output to 1.0 (of course leave gamma input at 2.2). Your render will seem very dark when you render this way but don't worry, it will be fixed in the tonemapping phase.
wizofboz wrote:For the tonemapping itself I recommend the Reinhard05 method in Luminance HDR (was qtpfsgui), or use the tonemapping node in blender (it uses the same Reinhard algorithm). I guess the tonemapping itself is already discussed in this thread.
Arquitecto wrote:But Ubuntu pangolim default value is 1
I can change it using xgamma -gamma 2.2
Arquitecto wrote:Yes, very dark in windows because of their default 2.2 value ...Not in Ubuntubecause in Ubuntu it is by default 1.
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