Game Editing > 3D Modeling & Content Creation

blender 2.64 color management

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ratty redemption [RIP]:
agreed.

ratty redemption [RIP]:
over at the ba forums we have had some success with this:


--- Quote ---the good news is i don't think it's a bug, it's more likely a design feature that wasn't mentioned in the wiki, at least not as far as i could find. however in the various tests i've done today it seems straight forward to fix older .blend files to work in 2.64

apparently we can now set the color spaces for the individual composite input nodes, via the node properties panel (which i normally have hidden) as well as the documented scene color spaces for display device, render and sequencer.

in my tests, if i set the inputs to use "raw" color space my renders match 2.63. if i load in a previous .blend then they are automatically set to "srgb", which i assume was over riding my scene display set to "none"

also setting display to "srgb" and render to "raw" seems to produce the same results as display set to "none"
--- End quote ---


--- Quote ---i've done several more tests today using both the file i sent bgrg and my main .blend file.

both 2.63 and 2.64 are now matching 100% for me, as long as i set the input nodes to "raw" but every time i load a new image into them manually (as opposed to an image sequence being incremented during animation rendering) then the color space is set back to "srgb".which produces the different results.
--- End quote ---

ratty redemption [RIP]:
frustratingly, i just found one of my compositor node setups does not produce the same results in both 2.63 and 2.64, no matter what cm settings i use.

compare the watermark on these two images. the same .blend file was used in both blender versions.




ratty redemption [RIP]:
i reported this to the official bug tracker and it's been fixed in the latest builds, apparently was the blur node in 2.64a not using gamma correctly.

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