sometimes i need to throw an image as if it is projected from a "slide prjector" (remember those?) or a digital projector, because i want to see shadows obstructing the image etc (so i can't just make the receiving surface emissive).
this worked fine in 1.05 as follows:
-build a box with one side missing, insert a point light
-build a "slide" for the missing side. diffuse layer = transparent (or remove), refraction layer IOR=1.0 and insert image into transparency slot
in the current 1.50.22564 release, the image has to be inverted, no problem. however it also always comes out desaturated - it has the wrong gamma. (the image can also be placed in the refraction color without being inverted, but the same desaturation problem happens)
i'm working in a gamma corrected workspace (not linear workflow), so my color mapping looks like this:
gamma = 2.2
input gamma = 2.2
linear workflow = off
Correct LDR textures = on
Correct RGB colors = on
with these settings, most image maps look correct, but the "slide projection" always looks desaturated, as if Correct LDR and Correct RGB are turned off for those images.
I can fix this by changing the color space in the slide texture (inside refraction transparency) to sRGB, or by changing the gamma to 0.494949 - that is, by manually correcting the gamma.
so i have a workaround, but I'm wondering if this is the expected performance of the refraction transparency (or refraction color), or if this is a bug? it seems weird that this is the only place i have to manually correct gamma.
here's the image used as the "slide":
here is the render with uncorrected gamma:
here is the render with manually corrected gamma (you can see it matches the original image much better):
thanks!
this worked fine in 1.05 as follows:
-build a box with one side missing, insert a point light
-build a "slide" for the missing side. diffuse layer = transparent (or remove), refraction layer IOR=1.0 and insert image into transparency slot
in the current 1.50.22564 release, the image has to be inverted, no problem. however it also always comes out desaturated - it has the wrong gamma. (the image can also be placed in the refraction color without being inverted, but the same desaturation problem happens)
i'm working in a gamma corrected workspace (not linear workflow), so my color mapping looks like this:
gamma = 2.2
input gamma = 2.2
linear workflow = off
Correct LDR textures = on
Correct RGB colors = on
with these settings, most image maps look correct, but the "slide projection" always looks desaturated, as if Correct LDR and Correct RGB are turned off for those images.
I can fix this by changing the color space in the slide texture (inside refraction transparency) to sRGB, or by changing the gamma to 0.494949 - that is, by manually correcting the gamma.
so i have a workaround, but I'm wondering if this is the expected performance of the refraction transparency (or refraction color), or if this is a bug? it seems weird that this is the only place i have to manually correct gamma.
here's the image used as the "slide":
here is the render with uncorrected gamma:
here is the render with manually corrected gamma (you can see it matches the original image much better):
thanks!
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