Re: (*.hdr) environment shader questions
| Date : Tue, 4 Apr 2006 21:20:32 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: (*.hdr) environment shader questions |
Hi Luc-Eric,
I donÂt want to be offensive or anything when I still find it more failsafe to do image operations and manipulations without clipping nowadays.
With an HDR or EXR images, the pixel buffer given to mental ray when the effects are on is an 8-bit image gamma corrected and meant for OpenGL previewing, not a floating point HDR image.
At least this gammacorrection is therfore wrong, imho. Only the output from mR and the OGL display should be gammacorrected but not clipped beforehead.
I really donÂt want to stirr any mess or resentiments.
ItÂs just that everything and everybody slowly transfers over to lossless higher bitdepths for their work, even games make use of HDR rendering (mostly blooming highlights), it would be great to have XSI do itÂs operations accordingly.
E.g. conceptually adapt working in an unclipped colorspace that may even have room for Ultra-HDR or 128bitfull*.exr or whatever the next killerformat will be called.
I donÂt want to insist on the NTSC luminance concept either, itÂs been an example to illustrate things. HSV imho still works, itÂs just more V(alues). Same for H and S. Greyscale HDRÂs are actually great for setting up materials well lit but colorproof.
Cheers
tim
----- Original Message ----- From: "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, April 04, 2006 8:42 PM
Subject: RE: (*.hdr) environment shader questions
We don't really care about the color correction effect in the Image Clip Fx for HDR. It's a classic correction effect that converts RGB pixels to HSV and back, which necessarily means clipping HDR values. If you want to work with HDR images, you have to use nodes in the render tree such as multiply. The render tree is the place to work in floating point. Hue and saturation do not necessarily make sense with HDR images. Luminance is also a clamped color space concept, in fact here or in photoshop and other products, it's an operation slanted for NTSC luminance. All three Hue, saturation, and luminance are all concepts that exist for user interface in a low dynamic range world.
-----Original Message----- From: Tim Leydecker
O.k. Thomas,
I missed that bit in Luc-EricÂs previous post:
>>If you're using HDR, you can't enable the Image Clip effects
I didnÂt realize Colorcorrection as implemented in an Image>Adjust section is 8(16)bit only. Makes sense, as the FXtree is *only* 16bit as well.
I had asumed that the input, regardless of itÂs bitdepth, would be normalized to the 0-1 range only for the sliders, e.g. 0.1 would be a compareable lumavalue in any 8,16,32bit b/w gradient but obviously the higher the bitdepth, the more steps available for rendering and the smoother the output.
Thanks for making me aware of the clipping to 8/16bit.
IÂll log a featurerequest to have this changed, e.g. have CC-Operations work without prior clipping in a later version of XSI. I guess they are looking into this allready, tho.
Cheers
tim
--- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi
--- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi
- References:
- RE: (*.hdr) environment shader questions
- From: "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
- RE: (*.hdr) environment shader questions
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: Extract Polygons(delete) not working
- Next by Date: Extract Polygons(delete) not working
- Previous by Thread: Extract Polygons(delete) not working
- Next by Thread: Extract Polygons(delete) not working
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |