[REQ] Reverse Gamma Correction for plain colors.

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u3dreal
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Joined: Sun Jul 02, 2006 10:36 am

[REQ] Reverse Gamma Correction for plain colors.

Post by u3dreal » Sun Nov 12, 2006 1:53 am

Hi all , Hi Nick..

well i think we already talked about that but just to put up a reminder..

Image

the cubes should both have the same color..

left one is with plain color and the right one with a texture with the same color...

here is the original jpg
Image

plain to see that reverse gamma correction only works with textures..for now
So it seems to make more sense to do that afterwards in PS but the results differ..

Image

Also you can see the problem that is there with the fact that textures get mixed with the diffuse color of the material...

Would it be possible to make those independent or maybe have the possibility to weight them ??


cheers

u3dreal ;)

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Sun Nov 12, 2006 11:50 am

hi u3dreal,
we curently have implemented a work-around in the blender exporter, there you can set a inverse-gamma for material-colors. Every color gets converted while export to XML :wink: not the nicest solution but :roll:
To have it inside Indigo would be much nicer :oops:
greets zuegs

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u3dreal
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Post by u3dreal » Tue Nov 21, 2006 11:12 am

Hey zuegs, :D

can you give me some details on how you convert the colors..??

that would be nice..

cheers

u3dreal ;)

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u3dreal
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Post by u3dreal » Fri Nov 24, 2006 10:48 am

thanks zuegs,,

work perfect .. :D

will be in the next exporter.. :D

finally some strong colors..

cheers

u3dreal ;

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