PDA

View Full Version : gamma correct each color slot?


royter
01-02-2009, 09:34 AM
i always use a gamma correct node for each texture that i plug in to my mia_material when using a mia_sky/sun and a mia_exposure node.
Should i alsow plug the gamma correct node for each slot that uses a RGB color?
For example, should i plug a gamma correct node for the reflection color value?

Geek
03-18-2009, 02:20 PM
Hey mate!

Well,can you tell why do you do it?I mean,initially light inside 3d appliactions is propagated linearly (gamma=1,light goes directly from light to dark)Thus all color stack up linearly either.And that is why all the colors that you use (presented vai texture) must be presented in linear way as well in order to be rendered properly.It's mostly important for let's say,displacement or bump textures,where the neat and predictable result is provided by certain color,and gamma correction in this case may destroy the whole idea.I think it's much more better,to render your scene with gamma=0.454 (2.2) just to evaluate the way that light is destributed inside the scene and if result is acceptable,you just revert it back to 1,and render it as it is leaving gamma correction for compositing state.And btw,it works for 16 or 8 digit images only,unlike 32-digit images which always stay linear.
Anyway,i think you should evaluate your images artistically rather than try to concentrate on technical issues.