No, camera response functions are not related to color spaces.
The colors that are outside the sRGB gamut are lost when saving in an sRGB color space image and there is no way you can recover that in post. Many professionals need wide gamut color spaces.
Search found 912 matches
- Tue Oct 11, 2016 8:33 pm
- Forum: Bugs and Requests
- Topic: [REQ] More color spaces: AdobeRGB, Rec.2020, WideGamut etc
- Replies: 14
- Views: 16420
- Tue Oct 11, 2016 5:48 pm
- Forum: Materials
- Topic: Emission for mesh
- Replies: 2
- Views: 7476
Re: Emission for mesh
That's a very classical question that should be covered by the FAQ.
You are likely using Reinhard tonemapping, which adjust the "lightness" gain automatically to the image. You need to switch to linear tonemapping to see the changes.
You are likely using Reinhard tonemapping, which adjust the "lightness" gain automatically to the image. You need to switch to linear tonemapping to see the changes.
- Fri Aug 26, 2016 6:32 pm
- Forum: Bugs and Requests
- Topic: CPU Thread count
- Replies: 10
- Views: 5384
Re: CPU Thread count
It actually does help. 3dsmax for instance is much more responsive when leaving a few threads free, that's a matter of fact!
- Thu Jul 14, 2016 9:39 am
- Forum: Bugs and Requests
- Topic: access meanCurvature() within a blend shader
- Replies: 6
- Views: 3871
Re: access meanCurvature() within a blend shader
Well, I just tested, and ... it does not work. I think it worked once, but I'm not sure.
- Thu Jul 14, 2016 9:32 am
- Forum: Bugs and Requests
- Topic: access meanCurvature() within a blend shader
- Replies: 6
- Views: 3871
Re: access meanCurvature() within a blend shader
First, the curvature is signed. Which means the sign changes between concave and convex surfaces Also, the unit is 1/m, and the value is the reciprocal of the curvature radius. This means that if your surface has features of a few mm, with similar curvature radius, the curvature value will be around...
- Wed Jul 06, 2016 7:04 am
- Forum: Materials
- Topic: Weathered by time - procedural only - shader available
- Replies: 17
- Views: 17684
Re: Weathered by time - damaged by water - procedural only
What about a procedural pigeon dump shader?
- Fri Jun 17, 2016 6:48 pm
- Forum: Materials
- Topic: [ISL] I board failed to do polka dots
- Replies: 5
- Views: 10163
Re: [ISL] I board failed to do polka dots
Also, in order for bump to work, you need a smooth transition between "high" values and "values". A brutal, vertical transition does not work well with bump, because bump is actually based on slope, not height.
- Thu Jun 16, 2016 9:56 pm
- Forum: Works in Progress
- Topic: Old masters of Murano-Venice
- Replies: 26
- Views: 16299
Re: Old masters of Murano-Venice
If your scene is too big or too large, you can simulate a scene rescale by multiplying focal length and sensor witdth by the same amount. Example : if you have a scene which is in kilometers, but want to have DOF, you need to have a very big sensor size and a very big focal length. And conversely : ...
Re: Wishlist
You can actually get a very similar effect with a shader, using world coordinates to lookup in the texture. That's not super convenient though.Onizuka wrote:Hi,
_Get the scattered object coloured with the color of the pixel corresponding to where the object is scattered on the ground texture:
- Mon Apr 18, 2016 10:54 am
- Forum: Language Forum
- Topic: Topic Français
- Replies: 147
- Views: 222360
Re: Topic Français
J'en profite : y a-t-il des utilisateurs dans l'ouest, genre en Bretagne ou Pays de Loire?
Moi je suis sur Nantes maintenant...
Moi je suis sur Nantes maintenant...
- Mon Apr 11, 2016 6:46 am
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 4 public beta
- Replies: 559
- Views: 688821
Re: Indigo Renderer 4 public beta
FirePro W8100 8Gb
Oscar : 2.77Msps
Arthur : 1.4Msps
Oscar : 2.77Msps
Arthur : 1.4Msps
- Wed Apr 06, 2016 8:00 pm
- Forum: Indigo General Stuff
- Topic: Rotation vs scale
- Replies: 19
- Views: 11887
Re: Rotation vs scale
Sure!
- Wed Apr 06, 2016 6:46 pm
- Forum: Indigo General Stuff
- Topic: Rotation vs scale
- Replies: 19
- Views: 11887
Re: Rotation vs scale
1) Sometimes, the UV matrix is of great help for last minute texture scale adjustment without having to reexport everything. 2) I have a client case where an architectural scene is tested with various floor materials. The various materials have textures which have different scales. Using UV matrix, ...
- Wed Apr 06, 2016 7:17 am
- Forum: Works in Progress
- Topic: HDRI render tests
- Replies: 20
- Views: 14197
Re: HDRI render tests
You are talking about dynamic range, gamut is a different thing. Cameras have a low dynamic range, so you take multiple shots so that you can interpolate the full dynamic range.pixie wrote:Camera has a low gammut, so you take multiple shots so that you can interpolate the full gammut.
- Tue Apr 05, 2016 8:09 pm
- Forum: Bugs and Requests
- Topic: [REQ] v4 video functionality
- Replies: 37
- Views: 11698
Re: [REQ] v4 video functionality
Hi Thanks for your kind response. In truth I suspect that may be made of the earlier tests. In essence it is preferable to halt spp vs halt time, right? This depends on your constraints. If you have 48h to render 4 images, set your halt time to 12h. The main advantage of halt spp is, the quality wi...