Zev0 opened this issue on Mar 29, 2011 · 29 posts
RobynsVeil posted Tue, 29 March 2011 at 4:43 PM
Quote - Anti-gamma incoming material. Add together diffuse and specular.
Gamma correct the result.
Anti-gamma is Pow with Value_2 = 1/gamma , i.e. usually .454545
Gamma is Pow with Value_2 = gamma, i.e. usually 2.2
Color_Math must be used.
There's a Wacro posted somewhere that sets this up for you on simple shaders. More complex ones could be automated but would be a lot of work.
This discussion will point you there.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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