inklaire opened this issue on May 23, 2010 · 242 posts
kobaltkween posted Mon, 31 May 2010 at 7:13 PM
Quote - I think I found out what's "wrong" with Poserpro gamma correction and dynamic hair. Again I did some experiments today and I came to this conclusion (Please, correct me if I'm wrong because I think this isn't a simple problem): Gamma correction is meant to work with texture maps, to make the renderer work with lineair gamma decoded maps, and if I'm right it actually lowers the midtones of a texturemap before it's send to the renderer, and the renderer boost the midtones of the final picture to get it properly gamma corrected.
But dynamic hair doesn't use texturemaps, but a hair-lighting node. So in fact the gamma correction isn't needed for a hair node, and you have to decode (lower the midtones of) the hair-node if your using poserpro GC.
This can be done the same way as BB does for his VSS-skinshader, by plugging in a power colormath node with a single add mathnode of 2.2 to value2, after the hair node.
You also have to reduce the translucency value, which a lot of dynamic hair shaders use.
If this is not clear, I can make a screenshot.Best regards,
Bopper.
no, you're wrong. as i posted previously, gamma correction applies to all color input, and the whole range of colors. the only parts of the range that are not transformed are 1 and 0 for each color. this is why bagginsbill's many, many procedural shaders without material based GC work in Poser Pro. it is also, i suspect, why carodan's dynamic hair looks so good in Poser Pro. i don't work with dynamic hair nor do i use Poser Pro, so i can't talk about that specific node in Poser Pro, but i can tell you that your assumptions are way off.
my suggestion is to do material based correction (careful - if you're using IDL, you need to correct after IDL, which means correcting the final image, not the material). then compare it to application based correction. that way you can filter out what you expect from what it should be.