On Sat, Jun 23, 2012 at 7:39 PM, Troy Sobotka <[email protected]> wrote: > On Jun 23, 2012 5:01 AM, "Campbell Barton" <[email protected]> wrote: > >> >> - Texture and shading pipeline use rgb_to_bw() which treat RGB more >> evenly which might be better for shading when very un-even influences >> for RGB channels could be problematic for shading with textures of >> different colors (rgb_to_bw) >> >> - Where as with compositing - perceptual rgb->bw is much more >> important (rgb_to_grayscale) > g list > > Technically this is in the domain of LUTs once OCIO lands. > > The problem with attempting a non color aware approach is that it takes us > directly into the hard coded color domain again, as all values are assumed > 1:1 linear sRGB. > > With respect, > TJS
Don't think lack of OCIO is an excuse for arbitrary/different hard coded conversions in our code. Will add comments to these functions to say we don't know why they are different and someone who has a clue could clear up the confusion one of these days :S _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
