Why doesn't 0.5 float equal 50% grey?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Jengo_1
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Here's my issue - I'm trying to create a horizontal 4 step gradient, with 0.25 / 0.5 / 0.75 / 1 float values. Managed to do it, but when I solo the gradient node, and pick its values from the LV (using the colorpicker), i'm getting 0.254902 instaed of 0.25, 0.494118 instead of 0.5 and 0.741176 instead of 0.75. Is there a reason for that? The node is solo'd so there's no light affecting it

Here's why I'm asking and what I'm trying to get-
I want to use the float values from the gradient to move another texture (vertical black and white stripes) on its X axis, with each step of the gradient moving according to its float value. I'm using the Distorted Mesh UV project node to do that, plugging the gradient to the Translation channel. The vertical b/w stripes should then form a zigzag pattern.

The gradient looks ok (4 strips of grey values getting brighter)
The final texture seems to *almost* form a zigzag. But it just doesn't align right. The movement doesn't seem to move linearly but more exponentially, and if I try to play with the Translation values in the pjorect node the texture jumps forward before aligning right. I can't figure out what's the reason.

Is the gradient the problem? Is the Distorted Mesh UVs not the right way to do it?

Here's how it turns out (tried to manually move it around for hours and it jumps around and never aligns) - also, attached the project file
Screenshot (179).png
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failedzigzag.zip
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aoktar
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Float values are always linear, without having any color space. In Color GUI of Cinema 4D you are always seeing the converted values not real values of the renderer side. It's like applying sRGB color transform and display. But values are not as you see in background. This is always generating confusions on the user level. If you want to see real values you need to disable color input management or set it to linear.
In our UI elements our values are always linear, like float texture or rgb spectrum node, etc..
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Jengo_1
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Joined: Sun Aug 25, 2019 4:17 am
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Hey Ahmet, thanks for taking the time to reply

Maybe I'm missing something but I have no color management and as far as I can tell every setting across the board is set to linear.

But, beyond that, what do you think about what I'm trying to achieve? Why doesn't the distort mesh uvs work in the way I'm attempting to? I feel like we can really open up Octane to a whole world of users who are more procedural-focused, and can benefit from shedding light on these mysterious procedural workflows in C4D+Octane.
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