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an alpha channel but don't require the alpha data, choose the RGB version
to save some memory. If you choose a storage type that supports alpha, but
load an image without alpha, no memory is allocated for the alpha channel;
the loader detects the situation and reverts to the alpha channel-free storage
option with equivalent RGB bit depth.
The options supports the HDR bitmap storage options. This allows storage of
the high-dynamic-range data within 3ds Max in three different HDR formats:
24- and 32-bit LogLUV formats and 32-bit RealPixel format.
EXR files loaded using these storage modes are suitable for use as environment
maps for reflections and skylight.
Color Transform Because EXR images often contain values brighter than
white, it is often desirable to change the luminance range in the source
image over which black to white occurs; that is, to remap the color data. When
Color Transform is on, you can adjust these luminance and general brightness
controls:
Exponent The exponent to apply when loading the file
Black Point Where black should be in the luminance range of the image
White Point The white point
RGB Level A standard multiplier for the RGB data
RGB Offset An additive offset for the RGB data
Preview The Preview window provides for interactive previewing of
color-transform options for loading EXR files. After choosing an EXR file to
open, click Preview to enable the preview window. The image file is loaded
into the preview window, and from then on any changes to the Color
Transform options update the thumbnail in real time.
The preview window ignores the aspect ratio of the image to make the most
of the small screen space available.
Plugin About Opens a dialog that shows information about the OpenEXR
plug-in.
File Info Opens the
File Information dialog on page 7151 , which lets you view
file statistics plus any attributes and channels stored in the file.
OK Accepts any changes, closes the dialog, and opens the image file.
Cancel Discards any changes and closes the dialog without loading the image
file.
7150 | Chapter 21 Managing Scenes and Projects