Linear, gamma and profiles (oh my!)
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- marchermitte
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Did you try to correct your textures using 1 divided 2.2 (= 0.4546) which makes your textures look correct when redering to linear space?
Marc Hermitte
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- OctaneWannabe
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sRGB gamma is a curve. The .4546 won't really remove it correctly - it's just and approximation.marchermitte wrote:Did you try to correct your textures using 1 divided 2.2 (= 0.4546) which makes your textures look correct when redering to linear space?
Octane's developers should provide a node to remove it using the proper math, or it really won't look 'perfect'.
Other than that, I understand Photoshop will do a good job of converting textures.
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- marchermitte
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Well, in photoshop (as I'm not sure about gamma correcting acuity in Lw) if you divide 1 (which is the linear space standard) by 2.2 (which is your screen gama and also your texture as most of the time this is the defaut gama) you do inverse the curve and get accurate gama correction for linear space image output. (the result beeing a gama of 0.4546)
That's what I do in Modo for instance on all my textures (there is an option to setup each texture gama directly)
That's what I do in Modo for instance on all my textures (there is an option to setup each texture gama directly)
Marc Hermitte
Intel I7 4.5 Ghz, 24 gig ram, 2x Nvidia GTX 480, win 764bits
Intel I7 4.5 Ghz, 24 gig ram, 2x Nvidia GTX 480, win 764bits
- OctaneWannabe
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- Joined: Wed Sep 29, 2010 1:25 am
sRGB isn't really 2.2 gamma. It's a gamma curve that's close to that. http://en.wikipedia.org/wiki/SRGBmarchermitte wrote:Well, in photoshop (as I'm not sure about gamma correcting acuity in Lw) if you divide 1 (which is the linear space standard) by 2.2 (which is your screen gama and also your texture as most of the time this is the defaut gama) you do inverse the curve and get accurate gama correction for linear space image output. (the result beeing a gama of 0.4546)
That's what I do in Modo for instance on all my textures (there is an option to setup each texture gama directly)
If you google a bit, you can see heated arguments on the subject by color purists.
The conversions look like this for sRGB to Linear and Linear to sRGB
def s2lin(x):
a = 0.055
return where(x <= 0.04045,
x * (1.0 / 12.92),
pow((x + a) * (1.0 / (1 + a)), 2.4))
def lin2s(x):
a = 0.055
return where(x <= 0.0031308,
x * 12.92,
(1 + a) * pow(x, 1 / 2.4) - a)
If you save your properly identified image (Photoshop must know exactly what it is to begin with - or it can't properly strip it out) as an EXR, I ? think ? that Photoshop will use the proper math to strip it out and save it as linear.
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- marchermitte
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Ok, thank you for the link.
Modo does'nt require anything else than the /2.2 operation, so I'm used to the simple way and I'm confortable with It as long as It looks good. But really, I understand your request for a specific node, the whole operation is a bit tedious if you want to do It precisely.
Modo does'nt require anything else than the /2.2 operation, so I'm used to the simple way and I'm confortable with It as long as It looks good. But really, I understand your request for a specific node, the whole operation is a bit tedious if you want to do It precisely.
Marc Hermitte
Intel I7 4.5 Ghz, 24 gig ram, 2x Nvidia GTX 480, win 764bits
Intel I7 4.5 Ghz, 24 gig ram, 2x Nvidia GTX 480, win 764bits