bagginsbill opened this issue on Feb 01, 2009 · 207 posts
RobynsVeil posted Fri, 17 April 2009 at 7:08 AM
Some observations:
I'm doing all these gamma-correct conversions to clothing and hair and so forth, and am having some interesting times with the shaders some people have put together. For one thing - and I see this ALL the time - people are setting PoserSurface.Specular_Value and Diffuse_Value to 1. Both to 1.
Doesn't this violate the conservation of energy law?
I think I know why they do, though. If they did try to do the CoE thing using those channels, the colour in the preview pane would be shockingly dark (because they haven't converted the colours to linear colour space, for one).
Regarding node creation (and how to avoid it)... if I do this:
gcVal = Add(2.2)
clrBlue = IColor(0, 0, 255) ** gcVal
...I get a Colour_Pow node (as well as the Math_Functions(Add) one). If I do:
clrBlue = IColor(0, 0, 255) ** 2.2
...I don't. I now have a linear colour space version of the colour I wanted which I can process. If I want to use it - say - in the Diffuse_Color channel, I would just:
clrBlue = clrBlue ** (1/2.2)
...just before doing:
s = Surface(1, 0, 0 ,0)
s.Diffuse_Color = clrBlue
...and the sRGB version of the colour would display.
Am I getting this?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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