Hello,
i have a little trouble to get the right colors on my renders,
for example when i use a texture with a Brown color on it,
when i plug this texture on a diffuse or a glossy material,
i get the good colors in the render (gamma is set by default at 2.2)
but if i put the exact rgb of this Brown directly in the material node
the color is bleached/weak and it's very hard to get the right tone.
How do i get the textures and the rgb right? if i put the value of 1 for the texture
i have the same issue of weak colors...
Thanks in advance to all
Oliv
Gamma question
Moderator: juanjgon
Yes, the problem is that the Lightwave color picker is not gamma corrected. I am going to make some tests again along the 2.x dev. cycle to see if I can add a custom color correction option for the color picker.
Thanks for remember me this issue.
-Juanjo
Thanks for remember me this issue.
-Juanjo
Thanks Juanjo,
Well for the moment i will make JPG textures of the colors i need
and plug them directly in the materials as a workaround (my client is a bit picky for these questions of color
By the way, i did a couple of test with 2.0 and HDR studio today and all works like a charm
Thanks again
Oliv
Well for the moment i will make JPG textures of the colors i need
and plug them directly in the materials as a workaround (my client is a bit picky for these questions of color

By the way, i did a couple of test with 2.0 and HDR studio today and all works like a charm
Thanks again
Oliv
Hi juanjo
I open again this discussion to suggest to add a gamma correction to each color inserted through the lightwave color picker.
Perhaps the problem lies in the wrong way in which lightwave communicates the color picker rgb values to Octane, but as long as it will not be fixed this aspect you could not enter a correction to the default gamma 2.2 ?!
It would be the best solution to avoid having to enter a node of color correction in any surface that requires a rgb color.
Thanks
mirko
I open again this discussion to suggest to add a gamma correction to each color inserted through the lightwave color picker.
Perhaps the problem lies in the wrong way in which lightwave communicates the color picker rgb values to Octane, but as long as it will not be fixed this aspect you could not enter a correction to the default gamma 2.2 ?!
It would be the best solution to avoid having to enter a node of color correction in any surface that requires a rgb color.
Thanks
mirko
Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB
juanjgon wrote:I will work in this issue for the Octane 3 plugin. It is my TODO list
-Juanjo
Thanks Juanjo
glad to hear this

Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB