Brian Posted September 11, 2013 Report Share Posted September 11, 2013 The Problem.... The "color" in a material is not paying attention to the "input gamma" in the preferences. When at Gamma 1.0 everything is just fine. As you start to increase the gamma, 1.2, 1.8, 2.2 the "color" inside of a material is altered and does not render correctly with the correct values. The workaround seems to be to use a "color swatch" or texture map of the color and use that instead of the color in the shader. But this means that for every color we use we have to take snapshots of the color EVERY time and bring them in as a texture map to get the right color for the render. That solves the problem 100% but is a huge hassle. Attached are snapshots of the problem and then the workaround. There is no workaround (that we know of) for using colors within a procedural. I hope this can be fixed in the near future, otherwise, we'll just have to keep doing what we're doing. Quote Link to comment Share on other sites More sharing options...
Brian Posted September 11, 2013 Author Report Share Posted September 11, 2013 Trying to figure out how to attach the file (the image was too big)... hmmmmm, can't seem to figure out how to attach an image after the original post. Here is the link to my Dropbox (thanks Richard!) https://www.dropbox.com/s/257d8xkbtk4zksj/Gamma%20examples.jpg Quote Link to comment Share on other sites More sharing options...
Thomo Posted October 3, 2013 Report Share Posted October 3, 2013 Ok. So if you set the input AND output to 2.2 it seems you are getting correct results from what I can see of your .jpg. I'm assuming this is just with material colour no "texture" colour swatch. The last image appears to be correct. I can't see what you mean here. What you see on screen will differ from 1.0 gamma to 2.2 gamma. Shadowed areas especially. Apologies if I have missed your point. I agree colour swatching can be a pain for 2.2 gamma. Best Quote Link to comment Share on other sites More sharing options...
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