Forum: Poser - OFFICIAL


Subject: A question about gamma correction

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.

...

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.