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After effects system color picker
After effects system color picker








after effects system color picker

I was going to dig in, but I worry I will miss some gotcha in the code.Ĭan we have the option of both, like a checkbox on the color wheel node that enables linear vs perceptual behavior of that specific node? Or perhaps the issue is more global and we could enable/disable it globally in system preferences? The good news is Psy has promised to address this. If you get a basic colorimeter, you can get consistent views on content in the viewer, just not the wheel. Every space has different primaries, which means that dumping raw values (even curved for perceptual or not) is completely whack on a wide gamut, and still quite whack on an sRGB display, as they vary quite significantly. You have to remember that the internal model is assumption based currently (via the config) which assumes sRGB primaries. While it is annoying, it's quite minor compared to shifting a fundamental aspect of building materials. I suppose the most relevant example of this for me is when I render/composite my image on my right monitor exactly how I want, yet when I drag the image to my left monitor the color is barely different enough to be annoying.

#After effects system color picker full#

A full transformation has to occur, and that must be routed through OCIO. There is simply no way to have an artist get a rendering of the color they are attempting to choose otherwise.Īpplying a transfer curve (intensity curve) is not enough and never will be. When the reference space layout of the color wheels is mapped to an output, it must route through OCIO for this very reason.

after effects system color picker

Every single display will have tremendous variations in the color (chromaticity) of the R, G, and B colored lights. Even broad categories have tremendous variation from a 75% sRGB to a 95% sRGB to a wide gamut. All displays too have unique dispositions, even within identical models. Every output context is unique from paper to display screens. The other half is the actual chromaticity of the R, G, and B channels. My addition to this is that the reference space, that is the internal working float buffer space, will almost always have different primaries from the output space, and most certainly twisted from the display's unique output.Įxtending the basic example of the color wheel, when we map the relative RGB values of minimum (0.0) to maximum (1.0), these require a transformation of intensity to the low dynamic ranges of displays and other outputs. I tend to agree with maisef here in that language is useful. Please review these documents and bug reports: Having the numerical inputs in DDCS doesn't fit the context these values are in. The final display color is influenced by external factors such as light sources. For materials the values represent the amount of reflected (or transmitted) light a surface will produce. It only makes sense to change the color pickers behavior back to SLCS to match.įinally the color values in the context of materials and compositing don't represent actual display colors. The behavior of the Combine HSV node also cannot be changed, existing shaders rely on this SLCS behavior.

after effects system color picker

Having them different doesn't make sense and is confusing. This property is important for creating materials and for compositing.Īlso note that nodes such as the Combine HSV node accept SLCS inputs, and having the color pickers numerical inputs match this SLCS keeps everything consistent. 5) and use an Add Shader Node to add them, the result is equivalent to a signal Diffuse Node with color RGB(1, 1, 1)/HSV(0, 0, 1). What this means is this: If you create two Diffuse Nodes and set their colors to RGB(.5. The numerical inputs should be in SLCS for Material Editing and Compositing. The problem here is with the numerical inputs, not the on-screen color display wheel (which is correct as far as I can tell). The numerical inputs within the context of the Node Editor should be in SLCS. In the color picker there are two places for user interaction: The wheel (or box) that displays color on the screen, and the numerical input fields. I'm going to abbreviate some words here to save space: Ok, there seems to be some confusion of the issue here.










After effects system color picker