triangle2010 opened this issue on Sep 07, 2011 · 42 posts
Sentinelle posted Sat, 17 September 2011 at 12:27 PM
Quote - ...
Every color in any color chip in the material room, whether a material or a light or the background, is assumed to be a color you picked on the basis of how it looked. That's a gamma corrected value. It gets changed to linear.
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All the light sources, equations, reflections, etc. (all the factors adding up to a color on a pixel) are added together linearly.
The final value is gamma corrected.
BB, thanks for the explanations on render GC. Would you take a look at the example below and let me know if my understanding of render GC is correct (or incorrect)?
I bought a fur product for the Millenium Cat from a vendor at Content Paradise. The fur is a collection of props that look like hairs. As expected, the fur shader is not gamma corrected. Here's the shader in pseudo matmatic notations:
n = Noise();
n.x_Index = 4 * ImageMap("BlueSiamese.jpg");
n.y_Index = 4 * ImageMap("BlueSiamese.jpg");
n.z_Index = 4 * ImageMap("BlueSiamese.jpg");
n.min = 0.3;
n.max = 0.4;
h = Hair();
h.Root_Color = BLACK * n;
h.Tip_Color = WHITE * n;
h.Specular_Color = BLACK;
h.Highlight_Size = 0.01;
h.Root_Softness = 0.25;
s = EmptySurface().Alternate_Diffuse = h;
If I turn on render GC, will it first anti-GC each color and image and then GC the end result, as shown below?
n.x_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
n.y_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
n.z_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
h.Root_Color = AGC(BLACK) * n;
h.Tip_Color = AGC(WHITE) * n;
h.Specular_Color = AGC(BLACK);
s = EmptySurface().Alternate_Diffuse = GC(h);
Will appreciate any advice you provide. Thanks.