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Very interesting read!
Est, I have a question for you (because you get the point about problems to linearize on shader side):
On: https://sites.google.com/site/opencolorio/profiles/spi-workflow
> Color processing (linearization) is applied before mipmap generation in order to assure energy preservation in the render. If the opposite processing order were used, (mipmap in the original space, color convert in the shader), the apparent intensity of texture values would change as the object approached to receeded to the camera.
Tell me if I'm wrong but is it the fact sRGB mipmaps are scaled, and so, pixels are merged and blurred with their sRGB values that make deep mipmap levels's pixels having values that, once shader linearized, are more brigth that how they are supposed to be?
> Painted textures that are intended to modulate diffuse color components are labelled dt (standing for "diffuse texture").
Any of you understand what they have in mind when they use the word "modulate"? We are just talking about diffuse color right? Or maybe at SIP there is diffuse color AND diffuse texture. If you want the diffuse texture, the diffuse color is just white (1.0, 1.0, 1.0), and you use diffuse color as a "tint" variation.
Actually we could consider diffuse color modulate the diffuse texture.
On: https://sites.google.com/site/opencolorio/profiles/spi-workflow
> Color processing (linearization) is applied before mipmap generation in order to assure energy preservation in the render. If the opposite processing order were used, (mipmap in the original space, color convert in the shader), the apparent intensity of texture values would change as the object approached to receeded to the camera.
Tell me if I'm wrong but is it the fact sRGB mipmaps are scaled, and so, pixels are merged and blurred with their sRGB values that make deep mipmap levels's pixels having values that, once shader linearized, are more brigth that how they are supposed to be?
> Painted textures that are intended to modulate diffuse color components are labelled dt (standing for "diffuse texture").
Any of you understand what they have in mind when they use the word "modulate"?
On Fri, Feb 7, 2014 at 5:05 AM, Dorian Fevrier <fevrier...@yahoo.fr> wrote:On: https://sites.google.com/site/opencolorio/profiles/spi-workflow
> Color processing (linearization) is applied before mipmap generation in order to assure energy preservation in the render. If the opposite processing order were used, (mipmap in the original space, color convert in the shader), the apparent intensity of texture values would change as the object approached to receeded to the camera.
Tell me if I'm wrong but is it the fact sRGB mipmaps are scaled, and so, pixels are merged and blurred with their sRGB values that make deep mipmap levels's pixels having values that, once shader linearized, are more brigth that how they are supposed to be?I'm not Est but let me offer an answer here:Computing mipmap levels requires to linearly combine pixel colors. For instance, to go from a mipmap level N to a mipmap level N+1 using a box filter, each pixel at level N+1 will be the average of four pixels from level N (computing the average of two colors involves two kinds of linear operations: additions and multiplications by a scalar).The problem is this: you cannot linearly combine colors that are not in linear space. Let's call T the transformation from linear RGB to sRGB. T itself is not a linear transformation because it involves some kind of gamma correction. Let's then say you've got two sRGB colors. Since they are in the sRGB color space, they are transformed versions of colors (let's call them A and B) from the linear RGB color space, so let's refer to our two sRGB colors as T(A) and T(B).Let's now say you want to compute the "average" of these two sRGB colors (something which doesn't make sense): it is given by 0.5 * (T(A) + T(B)). Now, if T would be a linear transformation, these two rules would apply:(1) T(A) + T(B) = T(A + B)(2) 0.5 * T(A + B) = T(0.5 * (A + B))and since these rules apply, we conclude that:the average of our sRGB colors T(A) and T(B)which by definition is given by 0.5 * (T(A) + T(B))is equal to T(0.5 * (A + B)) thanks to the application of the two rules aboveis equal to the average, in sRGB, of the linear RGB colors A and Bwhich would be awesome. Unfortunately, as we stated above, T is not a linear transformation, so the two rules (1) and (2) do not apply, and 0.5 * (T(A) + T(B)) is NOT the average, in sRGB, of colors A and B. It is something, and it might very well be brighter or darker than the true average, depending on which operations are performed, and of the colors themselves.I hope this is somewhat understandable :)
> Painted textures that are intended to modulate diffuse color components are labelled dt (standing for "diffuse texture").
Any of you understand what they have in mind when they use the word "modulate"?You can consider that there are two kinds of textures:
- Textures that contain actual RGB colors.
- Textures that contain RGB multiplication factors, which are meant to "modulate" (i.e. multiply, pixel-by-pixel, component-by-component) other textures.
I suppose that what they call dt is a texture of the second kind, which then really contains multipliers. dt are necessarily linear by nature (i.e. they must never be color-transformed) because multipliers are NOT colors (even if they follow the RGB format and look like textures) and thus don't belong to a color space. I guess that's why they make this distinction.
> Painted textures that are intended to modulate diffuse color components are labelled dt (standing for "diffuse texture").
Any of you understand what they have in mind when they use the word "modulate"?You can consider that there are two kinds of textures:
- Textures that contain actual RGB colors.
- Textures that contain RGB multiplication factors, which are meant to "modulate" (i.e. multiply, pixel-by-pixel, component-by-component) other textures.
I suppose that what they call dt is a texture of the second kind, which then really contains multipliers. dt are necessarily linear by nature (i.e. they must never be color-transformed) because multipliers are NOT colors (even if they follow the RGB format and look like textures) and thus don't belong to a color space. I guess that's why they make this distinction.dt (diffuse texture) is an sRGB like colorspace. Normally, it's used in Photoshop and other sRGB apps.When you linearize it, pixel values are never above 1. You can use the resulting texture as adiffuse color map or in any other cases when having bounded (0-1) values is important.It would be case 1 in Franz's post.In SPI's configs, the colorspace case 2, is called nc (non-color).