itsjustme Posted September 26, 2019 Author Share Posted September 26, 2019 Here is the video and files to mess with. Hope that clears things up. Gamma_and_Linear_Workflow.mp4 Gamma_and_Linear_Workflow.zip Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 1, 2019 Hash Fellow Share Posted October 1, 2019 "8 bit images are encoded with a gamma but not in an EXR image" Does that mean the values are actually changed in the 8 bit mage? If I render a 50% gray in a TGA and an EXR and load those into a paint program and sample the color values, both will say they are 128, which is 50% gray. Where is the gamma correction happening? Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 1, 2019 Author Share Posted October 1, 2019 The gamma correction happens for viewing on a monitor. An EXR image doesn't store gamma correction because there is nothing to correct...it is a linear image by default. 8bit images are being corrected to be viewed the same. ------------- EDIT ------------- If you render your 8bit image using the same gamma setting as the EXR image (it is always 1.0 gamma), they shouldn't match. However, if you render the 8bit image at 2.2 gamma, they should match. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 2, 2019 Author Share Posted October 2, 2019 Here are three renders to compare. I included the original OpenEXR in the zip (16bit 1.0 gamma), which I then used Black Magic Fusion to convert to 8bit 2.2 gamma (PNG), a render straight to 8bit 2.2 gamma (PNG) and an 8bit render straight to 1.0 gamma (PNG). The render straight to 8bit 2.2 gamma does match pretty closely the 8bit image converted from a 1.0 gamma OpenEXR, but the 8bit image rendered straight to 1.0 gamma does not. This is because the 8bit image is being "corrected" as if it were a 2.2 gamma image by your computer/monitor. The two other PNG's are also being "corrected", but they have the expected gamma curve of an 8bit image while the 1.0 gamma PNG does not. Hope that helps. Gamma_images_10_01_2019.zip Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 22, 2019 Author Share Posted October 22, 2019 I have posted an updated set of images for the Smoking Area here. I realize I've taken forever to get it to this point. I'm trying to get out of my own way and actually finish some of this. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted December 26, 2019 Author Share Posted December 26, 2019 I've been doing a lot of experiments, but don't have anything I can show yet. So, I decided I needed make another "stay alive" post. I think I'm close on what I'm messing with, but I always think that. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted April 13, 2020 Author Share Posted April 13, 2020 Just another "stay alive" post. I still don't have anything worth showing, but I have gotten past a few experiments. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 7, 2020 Author Share Posted October 7, 2020 It's been a long time since my last post here, but I hope to have more things soon-ish. I've been updating the Squetch Rig, Squetchy Sam and rigging Bertram. I'm also planning to rig Donna and make an installation tutorial for the updated rig. While I was updating Sam's rig, I decided to tweak his looks a little and it gave me an image I can post. I'm still debating putting a head of hair on him. 2 Quote Link to comment Share on other sites More sharing options...
Wildsided Posted October 7, 2020 Share Posted October 7, 2020 He looks great David. His skin has a nice matte quality to it as well compared to the shininess of the untextured part. I think he looks fine bald. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted April 20, 2021 Author Share Posted April 20, 2021 Time has gotten away from me...I've got several things in-progress, so I will eventually have a pretty good dump of updates. The Squetch Rig update is finished, but I want to make the updated installation tutorial before I post it, Bertram has been rigged for quite a while, now I'm working on his texturing...which will probably result in a flattening, decaling and texturing set of tutorials or mini tutorials. Sam's updates are done, but I decided to leave him with group colors instead of full-blown texturing. I've also rounded a few script ideas out...hopefully, I'll get some animation done eventually. Yup, I'm as slow as a glacier. 1 Quote Link to comment Share on other sites More sharing options...
Michael Brennan Posted April 20, 2021 Share Posted April 20, 2021 Looking forward to it David!!! Quote Link to comment Share on other sites More sharing options...
itsjustme Posted September 16, 2021 Author Share Posted September 16, 2021 I just posted an updated Squetch Rig, Squetch Rig Installation Tutorials and Squetchy Sam here...it's also in my signature. If you have any problems or questions, let me know. 1 Quote Link to comment Share on other sites More sharing options...
itsjustme Posted January 27, 2022 Author Share Posted January 27, 2022 I just uploaded an updated Squetchy Sam here. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted February 4, 2022 Author Share Posted February 4, 2022 I found a few things that needed adjusting in Squetchy Sam, so I uploaded an update version here. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted March 25, 2022 Author Share Posted March 25, 2022 I have uploaded a texturing tutorial here (Squetchy Sam is included with all assets from the tutorial), posted the same updated Squetchy Sam here (if you don't want the tutorial) and added both links to my signature. Hope they help. Next is texturing Bertram. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 16, 2022 Author Share Posted October 16, 2022 Okay, I haven't posted anything for quite a while...I've gone down several rabbit holes. Eventually, I'll post everything. For now, I have something silly I can post. It's a test of three doughnuts multiplied to fill trays. For something more than a test I would make several versions so that they didn't look identical...but it's something I can show. 1 1 Quote Link to comment Share on other sites More sharing options...
itsjustme Posted March 14, 2023 Author Share Posted March 14, 2023 I posted an updated couple of images of Bertram here and an update on a workaround for a hair issue here. --------------- EDIT --------------- And I updated my avatar...after more years than I can remember. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted September 21, 2023 Author Share Posted September 21, 2023 I finally got back to Bertram after a long layoff. I posted an updated image here. I should have an updated Break Room to show shortly and then I'll take a look at the Smoking area and see what needs to be tweaked there. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 7, 2023 Author Share Posted October 7, 2023 I posted some updated renders of the Break Room here. Now, I have to rework the Smoking Area, texture Bertram's underwear and socks (I forgot them) and do some other upgrades to things...hopefully, a lot faster. 1 Quote Link to comment Share on other sites More sharing options...
itsjustme Posted November 3, 2023 Author Share Posted November 3, 2023 I posted what I think is the final for the lighting and texturing of the Exam Room here. I thought it would go quicker than it did, but a couple of weeks has been quick compared to how slow I've been working for a long time. Next, I'll try to finish up Bertram's underwear and socks. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted November 10, 2023 Author Share Posted November 10, 2023 I had to go back and texture Bertram's socks and underwear. I posted an image here. Now, I'll try to tackle redoing the smoking area texturing and lighting. Quote Link to comment Share on other sites More sharing options...
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