pior wrote: »
Oddly enough, while it seems to work fine for painting ... it doesn't seem to affect the smudge tool (at least in CS5). Can't have everything I guess !
claydough wrote: »
the video alludes to a similar setting in Maya ( mudbox? )
Could somone point me there?
Wolthera wrote: »
Ah! I see.
Oh, btw Muzz, and anyone else reading the thread. The sRGB TRC is not baked into the calculations or even the file for that matter. It's used in the interpretation of the colours. So if you have any given image in sRGB with an sRGB TRC, and you assign(not convert) it an sRGB colour space with a linear TRC, the colours will look radiometrically right.
Manipulating the interpretation is the whole idea that OCIO runs on, and if it didn't work, a whole lot of VFX industry professionals would have a problem.
EDIT: In fact, if you do linearise the TRC before doing colour maths, you ARE baking in the TRC. After that, you can only rely on colour conversion to switch from sRGB TRC to linear TRC. So it may be a better idea to work in 16 bit linear to begin with, especially if there's a CM like OCIO in between
Muzz wrote: »
Hmm, this has been contrary to my experiments with photoshop.
I guess i would ask the question.
Is the scale of 0-255 interpreted as linear? I'd imagine it would have to be.
Also if the data is not baked in. Then why even have a gamma number in the first place? I mean, if everything is linear then the interpretation should always be according to the monitor, so why would you ever want there to be different gammas on different images?
Red = (R=1.0 G=0 B=0)
Grey = (R=0.5 G=0.5 B=0.5)
R = 1.0 * 0.5 = 0.5
G = 0.0 * 0.5 = 0.0
B = 0.0 * 0.5 = 0.0
Red*Grey = (R= 0.5 G=0.0 B=0.0) = Dark Red
iadagraca wrote: »
In color management preferences there is a "view transform" box and above that a "rendering space" options.
i found this after maya lt 2016 told me to change it to stingray. This just applies to the view port so i'm not sure if thats what you're looking for XD.
Maybe there's something similar for rendering?
Muzz wrote: »
The question is that if the rgb scale is internally linear, why would the blending algorithms ever have a chance of being wrong? Because gamma is just a way of transforming the linear scale to being human literate on a monitor.