Howdy folks,
Im working on some cartoony fluffy clouds, polymodels. After some Ambient Occlusion Baking I decided to color them in photoshop. But the results were different - so I decided to give the textures in photoshop a constant color, to check out what happenes in softi.
So what we have are (check attachment):
1. Two float rgb images, same exakt color (0,65,255).
2. One linear workflow (Sun/Sky initiated), color management in softi enabled, color profile auto, gamma 2,2
3. a mia lightsurface with intensity 30000 to make the constant stuff visible in linear workflow (by the way, is there a better way to do so?)
What could I do or check, to find out, why the textures are displayed in different ways?
Color interpretation - same texture color, different results
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artmanphil
- Posts: 19
- Joined: 28 Mar 2011, 10:03
- Skype: artmanphil
Color interpretation - same texture color, different results
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artmanphil
- Posts: 19
- Joined: 28 Mar 2011, 10:03
- Skype: artmanphil
Re: Color interpretation - same texture color, different results
Solved partially - one had an empty alphachannel, the other no alpha channel at all. Any idea, which switch there is saying somthing like "mutliply by alpha", "rgba or rgb" or such?
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grahamef
- Posts: 281
- Joined: 23 Jun 2009, 19:01
Re: Color interpretation - same texture color, different results
For "rgba or rgb", you can use RGBA Split to separate the RGB and alpha.
For "multiply by alpha", you can plug the alpha into a Scalar to Color, then plug both colors into a Color Basic with Operation set to Multiply.
There are probably others ways.
For "multiply by alpha", you can plug the alpha into a Scalar to Color, then plug both colors into a Color Basic with Operation set to Multiply.
There are probably others ways.