Changing color values

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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi
When we change saturation in color tab from 255 to 250 results dont get saved. If we change to like 255 to 240 they are saved. same apples with saturation near 1 and 255. values dont get saved. is it max bug? Video attached
Attachments
colro values.MOV
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

it looks like problem with 3ds max curves. they do not move until value is 248 for saturation. So it moves in 7s Why is this?
Attachments
values.jpg
neonZorglub
OctaneRender Team
Posts: 1019
Joined: Sun Jul 31, 2016 10:08 pm

Hi Coilbook,

This is just a result of numerical conversion done by max ..
The color is stored and used internally as RGB.. : if it doesn't change, it won't be saved ..
The Hue, Sat, Value version is just a temporary helper .. and for low RGB like your sample (20,2,0), several values of Sat gives the same RGB result..
So this is normal, and a result of the precision loss while converting with integer values of RGB ...
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

neonZorglub wrote:Hi Coilbook,

This is just a result of numerical conversion done by max ..
The color is stored and used internally as RGB.. : if it doesn't change, it won't be saved ..
The Hue, Sat, Value version is just a temporary helper .. and for low RGB like your sample (20,2,0), several values of Sat gives the same RGB result..
So this is normal, and a result of the precision loss while converting with integer values of RGB ...


Thank you !
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

neonZorglub wrote:Hi Coilbook,

This is just a result of numerical conversion done by max ..
The color is stored and used internally as RGB.. : if it doesn't change, it won't be saved ..
The Hue, Sat, Value version is just a temporary helper .. and for low RGB like your sample (20,2,0), several values of Sat gives the same RGB result..
So this is normal, and a result of the precision loss while converting with integer values of RGB ...

I got this reply on autodesk. Not sure if octane can do this one day

You got an reply in the thread you linked, that's not how it works - legacy shaders support 8-bit RGBA values, i.e. four integer values from 0 to 255, hence the limits. You shouldn't use them if you want higher precision for any reason, use for example Arnold shaders, Vray color or anything else that supports floating point values:
Attachments
medium.jpg
medium.jpg (17.41 KiB) Viewed 2097 times
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