Hello,
I'm trying to learn linear workflow in houdini. For this, I go in “edit -> color setting” and I put the gamma correction to 2.2.
After that, when I have a texture used by a shader, for instance here a lamber, I put a pow node between the surfacecolor output “color” and the input of the Lambert1 diffuse color. With a exponent value set to 2.2.
My render seems to be correct ( without map too washed up ). But is it the good way to do this ? I have to do this every time I use a color map ? or are there other better ( right ? ) ways ?
Thank you very much,
G.
Gamma 2.2 of texture files ?
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- circusmonkey
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Nearly ……….
Use a power vop with a constant plugged in and the float value set to 1/ 0.454545 . This will then strip the gamma value off the incoming texture file. keeping your renders in linear space. remember in Mplay to set your gamma to 2.2 . Obviously this is a simple solution. It can get a lot more complex if you are using a LUT .
Rob
Use a power vop with a constant plugged in and the float value set to 1/ 0.454545 . This will then strip the gamma value off the incoming texture file. keeping your renders in linear space. remember in Mplay to set your gamma to 2.2 . Obviously this is a simple solution. It can get a lot more complex if you are using a LUT .
Rob
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