sandykoufax wrote:
Maxwell Fire Activeshade render doesn't recognize of gamma setting of 3dsMax.
Actually, 3dsMax ActiveShade doesn't recognize the gamma from 3dsMax; all that gamma stuff happens without involving the plug-in, so it's outside of our control.
The only thing we could do is apply inverse gamma before writing the bitmap in the AS window, so that when Max applies the gamma itself, we end up with the original image (assuming we can read those values from Max, which may not be possible). However, this seems a bit unnecessary. Why are you using the Max gamma settings with Maxwell? They are misleading, since Maxwell does its own gamma calculations based on the settings found in the global render options panel. Also, that window allows you to set the input gamma for textures, but those settings are not passed to Maxwell, so it's not ok to rely on them.