ObscuroArcanum opened this issue on Oct 14, 2011 · 82 posts
RobynsVeil posted Fri, 14 October 2011 at 4:28 PM
PP2012 default lights:
Light1: IBL Color(.621, .547, .578), Int: 100%, x:-59 y:-46 z:29, No shadow, AO .7
Light2: Spot Color(.742, .745, .740), Int: 100%, xr:-3 yr:-151 zr:-8, xt:129.18 yt:53.21 zt:-156.7, DM shadows: SBR 2 SS 19 SMB .8, AO .7
Light3: Spot Color(.914, .896, 1), Int: 100%, xr:113 yr:331 zr:-164, xt:-83.01 yt:147.08 zt:-4.225, DM shadows: SBR 2 SS 19 SMB .8, AO .7
Light4: Infinite Color(.685, .685, .685), Int: 100%, xr:-79 yr:-14 zr:9 DM shadows: SBR 2 SS 19 SMB .8, No AO
For what it's worth.
So all shadows are depth mapped, no colours fit the "will not be affected by gamma change" criteria. For the purposes of this discussion: not useful lights at all. Which is why I make my own.
To me there is no question: lights and material shaders are intimately tied together. If you don't consider lights are key to getting it right with gamma correction, you'll never be playing on a level playing field and so won't know what's happening with what. Doesn't mean I've sorted everything out completely about GC: my issues with makeup make it clear that there are still holes in my process somewhere. Thank for the Gamma meter and for pointing out that script: I'll run that past some of my questionable scenes and see what is going on.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]