This is the final part of our series of linear workflow articles. Here, I will look at the manual method of working in a linear workspace with 3ds Max and Mental Ray.
The gamma correction of the bitmap inputs is handled in the exact same way as the VRay workflow, you simply add a colour correct node to the diffuse channel and use a gamma value of 0.4545.
As you might expect, the process of gamma correcting the image output is different for Mental Ray, but is thankfully very straightforward. Press F10 or go to Rendering > Render Setup and select Mental Ray as the renderer, then switch over to the Renderer tab and scroll down to the Camera Effects section. Click on the empty slot next to the Lens shader, and choose a Utility Gamma and Gain shader.
Instance this to the material editor and make the changes as shown in figure 1.
This will bake the gamma correction into your outputted image, which is ideal for test renders or if you aren’t planning on doing any post-production work on the image but, if you are, you will need to remember to return the gamma value to 1 when you are ready to start your final render.
As you can see, it is a very simple process and one that is very easy to implement. And that concludes this series of articles. I hope you have found them informative and interesting.