Forum: Poser - OFFICIAL


Subject: Gamma Correction - still think there are issues.

carodan opened this issue on Mar 14, 2012 · 43 posts


aRtBee posted Fri, 16 March 2012 at 4:23 AM

I'm not going to turn this thread into a physics class, but the basic idea is as follows

whatever the internal details, the renderer essentially derives results per light per channel, and adds these up to the final image. You can do the same by hand, when you get images per light per channel you can add them as Photoshop layers, using the Screen blending mode. Doing this really properly requires some extra gamma magic, by the way (do have image gamma, but no render gamma. Do gamma at the end, in Photoshop).
When doing render passes, you can render shadows seperately, and use Multiply in Photoshop. Life is simple.

Since Poser-internally all lights, materials and render (sub)results are handled in 16bit colorformat, the first clipping is the result of exceeding the internal maximum value. Everything over 100% is just overlit. The extra bits create no extra room in brightness handling capacity, as white just reads RGB=(65535, 65535, 65535) instead of (255, 255, 255). Black always reads (0,0,0) and 16bit just gives more details inbetween.

The second reduction comes indeed from mapping that 16bit color to an 8bit color, required for most image formats and for showing things on screen. But as white remains white and black remains black, there will be mainly loss of detail and hardly brightness clipping involved.

How to measure the brightness of an area? It's the V (0..100%) in HSV. Open the image in Photoshop, open the Info panel, use the eyedropper / colorpicker and read out the value. Or whatever works in GIMP, Paintshop, Canvas, etc.

have fun, thanks for the attention, final extended and illustrated tutorials coming soon.

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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though