General News and accouncements regarding the Indigo render engine
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
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by CTZn » Fri Feb 08, 2013 12:21 pm
CTZn wrote:"albedo shaders must be gamma corrected;": According to whom? Why?
According to the sole me of course, I'll have to double check about that.
Here's what I got, from left to right:
RGB 0.25 0.25 0.25 @ brightness 1.0
vec3(0.25)
vec3(pow(0.25, 2.2))
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Attachments
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- RGB 25 percents - vec3 0.25 - vec3 0.25 pow 2.2.jpg (10.34 KiB) Viewed 5656 times
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OnoSendai

- Posts: 6244
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- Location: Wellington, NZ
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Contact:
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by OnoSendai » Sat Feb 09, 2013 3:36 am
CTZn wrote:I'm curious about that !
Issue when loading back an IGM of a coating material: the substrate has no name and no type showing up, and Indigo will lost the reference to the node after the first material edit.
Same issue when loading back a double-sided material, win64.
Thanks for bug report, fixed.
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OnoSendai

- Posts: 6244
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
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Contact:
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by OnoSendai » Sat Feb 09, 2013 3:41 am
CTZn wrote:CTZn wrote:"albedo shaders must be gamma corrected;": According to whom? Why?
According to the sole me of course, I'll have to double check about that.
Here's what I got, from left to right:
RGB 0.25 0.25 0.25 @ brightness 1.0
vec3(0.25)
vec3(pow(0.25, 2.2))
When a user enters RGB 0.25 into the GUI, they are entering a value in a non-linear space, e.g. the colour will get raised to the power of 2.2 (gamma).
When you write a shader that returns RGB values, the values are used directly for the albedo, e.g. they are in a linear space.
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Sat Feb 09, 2013 5:18 am
I got that point, there is no reason to jump to a nonlinear space just because one is using a vec3 wich does not necessarily describe a color. Vectors may retaliate !
However the consequences are immediately a bit blurry to me when writing albedo shaders. I've never been "correcting" vec3's outputs from their linearity while I should have, shouldn't I ?
If I'm making sense it would be handy to have a vec3 type of function that would handle the color space conversion, for albedo outputs mainly and preferably hardcoded ?
I'll be testing further myself to clarify a bit but I'd rather keep going on my fruit generator: apples, tomatoes and lemons from spheres hopefully (the apple object above is handmade) !
edit: you'd rather have a good week-end ;)
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