This page provides details on the settings found in the Color Mapping rollout, which is used when setting up renders.
Color mapping (sometimes also called tone mapping) dictates which color operations are performed between the user interface inputs and the values rendered and the way the rendered pixels are displayed through the VFB on the user monitor.
V-Ray default Color Mapping settings ensure a 1:1 mapping of all the user operations and the final result. For example, doubling a light's intensity exactly doubles its contribution to the final pixel, and cutting a shader's light reflectance in half cuts its contribution to the final pixel in half. This approach corresponds to Linear Workflow.
Changing the Color Mapping settings might be desirable for artistic purposes, but doing so will deviate from the linear correspondence between user actions and the rendered result, and will also veer away from physical accuracy in the scene.
To ensure the most accurate results, it's best to leave the Color Mapping settings at their default values and perform artistic color transformations during post-production. This will also ensure repeatability, consistency, and a very accurate rendered solution.
||Render Setup window|| > V-Ray tab > Color mapping rollout
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This example demonstrates the differences between some of the color mapping types.
Note: The Sibenik Cathedral model was created by Marko Dabrovic (http://www.rna.hr) and was one of the models for the CGTechniques Radiosity competition.
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As visible in the above images, the Linear multiply mapping method clamps bright colors to white, causing bright parts of the image to appear "burnt out". Both the Exponential and HSV exponential types avoid this problem. While Exponential tends to wash out the colors and desaturate them, HSV exponential preserves the color hue and saturation.
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