carodan opened this issue on Mar 14, 2012 · 43 posts
aRtBee posted Sun, 18 March 2012 at 11:06 AM
@kobaltkween
to my knowledge, sRGB is GC 2.4 except for a linear piece in the very darks (0.3%): http://en.wikipedia.org/wiki/SRGB . 0.3% is RGB=(1,0,0) or (0,1,0) or (0,0,1) in the (255,255,255) 8-bit color range. So I'm nterested in what you exactly mean when preferring sRGB over full GC.
Dark by cast shadow, dark by shading, or dark by color. Doesn't matter. Yes it does, as far as PoserPro GC is concerned. When GC is on, textures and swatches are gamma'd (linearized) first, then rendered, and then the result is GC's (de-linearized). As a net result, the GC effectively works on shadows, highlights, non-uniform light diffusion etc, or: the play of light, only. Flatly lit flat objects (and so; dark colors) are not affected.
GC affects material nodes and color math. Yes is does, that's the linearize step before rendering: textures and swatches are affected in a non-linear way while some other nodes are not affected at all. This can really screw up some nice elaborated material setups.
But the question is: is GC to blame for this, or should the developer gives himself a slap on the head for not taking care of the GC effects? Or neither of those: did (s)he build something nice for Poser finding out it does not work out that well in PoserPro with GC?
I totally agree that Poser is pretty limited in establishing high end results when lamp-sizes, atmospheric scattering and complex materials like skin translucency come around. But within those limitations we can be quite happy with it, given the price.
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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