![]() My understanding* is that you choose the color in rgb space, the color noodle coming out of the node is converted to linear space (internally, silently) by blender, and rendering and path tracing calculations use the linear space, and then at the very end, blender internally converts it back into rgb space to be displayed on your monitor. If you want the rgb space color you see in the blender color picker (on your screen) to match the rbg color you see in your render, using an emission shader strength one, I don’t think you need to gamma correct. Hex is just a convenient way to copy a color value. But if you copy a phtooshop hex code ( #B4C5F4) and paste it into blender you’re garuanteed a match. Photoshot uses integers 0-255, blender uses floats 0 - 1.0000. Unlike rbg values which are separated and may by default use different units. It’s just a string of text which can be copied and pasted. I think what eppos is saying is that Hex code, while not intuitive, are the easiest way to transfer color values between programs.
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