Forum: Poser - OFFICIAL


Subject: Gamma Correction is an Eyelash Killer!

anupaum opened this issue on Nov 19, 2013 · 19 posts


anupaum posted Tue, 19 November 2013 at 10:17 PM

My favorite character creator has made a new skin for Brenna, my favorite heroine.  This render shows her with gamma correction ON. Please notice that her eyelashes are barely visible in this render.

anupaum posted Tue, 19 November 2013 at 10:19 PM

Now, this is the exact same image with the exact same settings, but with Gamma Correction turned OFF. Notice the difference in the eyelashes . . .

Why is this so?


LaurieA posted Tue, 19 November 2013 at 10:32 PM

Because you have to change all the gamma on all the black and white maps to 1.00 on the node. Otherwise, you'll get thin results when using GC. Color maps are always 2.20. Black and whites, 1.00. SceneFixer (by Snarlygribbly) fixes all the maps to the correct gamma in one go.

Laurie



anupaum posted Tue, 19 November 2013 at 10:35 PM

Okay, I'm trying that now. I've used Snarly's script in the past, but haven't noticed that much of a difference.


LaurieA posted Tue, 19 November 2013 at 10:37 PM

Check all the top options.

Laurie



anupaum posted Tue, 19 November 2013 at 10:43 PM

When I run the script, I usually select the box that says, "All of the above," and run it on the entire scene. I'm trying it again right now to see what happens.


vilters posted Wed, 20 November 2013 at 5:37 AM

All Black and White maps that drive a node, like transparancy, bump & displacement have to load their B&W textures at Gamma 1.000

All color maps have to load with the default = Use render Gamma Correction.(2.2)

=> Check how the transmap for the lashes is loaded in the advanced materials tab.

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anupaum posted Wed, 20 November 2013 at 7:29 AM

Okay, Snarly's script didn't change the value for the eyelash transmap. I've now changed it manually and I'm running another render to see what happens.


hborre posted Wed, 20 November 2013 at 8:30 AM

I would check the advanced Material Room for anything different in the node arrangement.  Nodes directly plugged into the PoserSurface should change when applying Snarly's script.  If the transmap is nested within a node cluster, plugged into a value, or being shared as an image map, the script might not recognize it.


ghostship2 posted Wed, 20 November 2013 at 8:41 AM

what I do is set all transmaps to 1.0 but I set my lash tansmaps to .45 and they look much better that way. I know that it is incorrect but it works.

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Snarlygribbly posted Wed, 20 November 2013 at 3:56 PM

Quote - I would check the advanced Material Room for anything different in the node arrangement.  Nodes directly plugged into the PoserSurface should change when applying Snarly's script.  If the transmap is nested within a node cluster, plugged into a value, or being shared as an image map, the script might not recognize it.

SceneFixer will recognise transmaps in a node cluster or plugged into a value.

However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)

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WandW posted Wed, 20 November 2013 at 4:09 PM

I use the included ChangeGamma script under MaterialMods.  Enter 1.0, and select 'All Props and Figures' and 'All of the Above'...

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anupaum posted Wed, 20 November 2013 at 9:59 PM

Quote - SceneFixer will recognise transmaps in a node cluster or plugged into a value.

However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)

Okay, so into what node SHOULD the transmapped eyelash texture be plugged?


anupaum posted Wed, 20 November 2013 at 10:03 PM

> Quote - Okay, Snarly's script didn't change the value for the eyelash transmap. I've now changed it manually and I'm running another render to see what happens.

 

It's better, is it not?


Hana-Hanabi posted Wed, 20 November 2013 at 11:43 PM

Black and white data maps should not be hooked into the Diffuse channel except in special circumstances (like driving a Blender node, for example). If you've got the transmap plugged into diffuse, specular, and transparency, it will probably read as a diffuse map and not be corrected by the script.

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LaurieA posted Thu, 21 November 2013 at 5:22 AM

Quote - > Quote - SceneFixer will recognise transmaps in a node cluster or plugged into a value.

However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)

Okay, so into what node SHOULD the transmapped eyelash texture be plugged?

Transparency ;)



ghostship2 posted Thu, 21 November 2013 at 9:30 AM

this is how it should be set up. Again, I set up lashes on female figures with .45 gamma so the lashes are darker. It is not correct but it looks better that way.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


anupaum posted Thu, 21 November 2013 at 9:09 PM

Okay, I think .45 on the gamma correction is a BIT much!

 

:)

 


ghostship2 posted Fri, 22 November 2013 at 11:14 AM

looks ok to me. You could try different values between .45 and 1.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740