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Gamma Correction?

AugustsOnlySon
polycounter lvl 6
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AugustsOnlySon polycounter lvl 6
Okay so I've been dealing with this problem for a while and have pretty much narrowed it down to it having to do with gamma correction. The vegetation I bring in is much brighter than it should be (see pic). I'm 99% sure that it has to do with the textures(diff) not having gamma correction. So i'm wondering how to put it on. I looked everywhere in the Crytiff plugin for Photoshop thinking that maybe it was a export option, but could not find anything. Is it something I enable in CE3? Or in Photoshop BEFORE I export the texture?

Ha its driving me NUTS trying to figure this out! Any help would be much appreciated! Thanks


88vHi.jpg?1

Replies

  • iniside
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    iniside polycounter lvl 6
    Set diffuse Color in you material to 187,187,187 (if you don't have, that neutral color).
  • AugustsOnlySon
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    AugustsOnlySon polycounter lvl 6
    thanks for your response, unfortunately it is already set to 185,185,185 :[[
  • [HP]
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    [HP] polycounter lvl 17
    I'm not even sure what you mean about gama, you mean gama corrected textures?

    Whats the mean of your dif texture? Make sure they're around 80 or so.
    How bright is your spec?
    What's your fresnel values?
    Are you using the vegetation shader on that bush?
  • AugustsOnlySon
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    AugustsOnlySon polycounter lvl 6
    Yes, gamma corrected textures(sorry I probably should have made that clearer).

    I cross checked the two materials, and the ONLY difference I could find between them is that the one that is correct looking had a "SRGB/Gamma corrected" diffuse map while the other diffusemap did not.

    The diffuse mean of the correct looking one is 77
    The diffuse mean of the wrong looking mesh is 73

    Spec level : 1

    Fresnel Values:
    - Bias 1
    - power 4
    - Scale 1

    And yes I'm using
    Shader: vegetation
    Shader Type: vegetation

    Thanks for helping me I really appreciate it!

    yuGYg.png
  • [HP]
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    [HP] polycounter lvl 17
    Yeah well, I can't really give you a technical/smart answer for this, mainly because it's a problem engine / renderer side.
    What I can tell you is the sollution, although not a very good one because basically you'll be using only 30% of the actual color space, but make the difuse darker, a lot darker.
    At the moment on c3 we are sticking with a mean around 55, and a dif color in the mtl editor of 170 170 170 or so.

    Edit: Or, what you could do, is use a dif color of 128 128 128 (or lower, whatever just use a low value), that way you can increase the brightness of your dif texture, and get more color range from your texture, I would try this! :)
  • AugustsOnlySon
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    AugustsOnlySon polycounter lvl 6
    Hmm..weird

    Alright yeah I'll give that a shot

    Obrigado
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