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  • #46
    Originally posted by ARTECONI-CGI View Post
    ....I still wonder what to do when I have to stay linear....
    I'm curious why you would have to stay 'linear', or what exactly you mean by that? As far as I'm concerned you can bake in the tonemapping but are still in linear space in the sense of having 32bits of data and lots of room to adjust in post. What am I missing here?

    /b
    Brett Simms

    www.heavyartillery.com
    e: brett@heavyartillery.com

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    • #47
      Hi Brett,

      I'm referring to rebuilding the shader in post with a package as nuke or fusion (not photoshop).
      If I change the color mapping to exponential or reinhard for example or mess with the gamma values I will have issue to make the comp match the beauty pass.
      Mainly edge problem and or differences between the 2 images.
      For what is my knowledge, and I might be wrong, linear means that for example a grey 128 + grey 128 = grey 256.
      This happen only if you have a linear file. For linear I mean the exr saved from vFB with don't affect color on. A contrasty render that opened in nuke and passed under a sRGB Lookup table will match your VFB with sRGB. (I'm sure there are other ways to save it correctly)
      If you change the color mapping to exponential or reinhard or bake in a strange gamma correction those rules are broken. Those colormapping tends to compress the highlights and 1+1 is no more necessarily 2. That leads as well to edge issue when you layer the passes one on top of the others.

      Correct me if I'm wrong, it is still a difficult topic with a lot of question marks...

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      • #48
        Ah - that makes total sense, yes. I don't really use that approach in my workflow so it's not likely to be an issue for me. I use passes to make minor adjustments and replace components, but virtually never rebuild the shot entirely from passes, so this is just not a factor for me, but I can understand why it would be for others. Thanks for clarifying.

        /b
        Brett Simms

        www.heavyartillery.com
        e: brett@heavyartillery.com

        Comment

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