In a compositing program (like Adobe After Effects for example), if I
use the Add blend mode to composite the separated R, G, and B channels
of an image as separate layers in an AE Comp, the result perfectly
matches the original image. I'm trying to do the same thing in QC
(compositing R and G with an Addition patch and then adding the result
to the B channel with another Addition patch and then rendering that
result using a sprite renderer), and I find that the result is
obviously brighter than the original image.
I've tried a jpeg brought in with an Image Importer patch, and a QT
Movie brought in with a Movie Loader patch and I see the same problem
in each case... Whether the "Enable Color Correction" checkbox on the
importer patches is enabled or not seems to make no visible difference
in the result. My method for separating the color channels involves
using GLSL Shader patches within Render in Image patches, and for
those Render In Image patches "Disable Color Correction" is unchecked
(the image goes even brighter if this checkbox is enabled).
Comparing my R, G, and B channels out of QC individually, they seem to
match what I would get (for R, G, B) in AE so it seems the channel
separation is correct and the problem is elsewhere (maybe in the
Addition patch compositing?)
Would adding R, G, and B using Addition patches in QC be expected to
result in the original image (R+G+B = RGB) ? If so, is there something
I'm missing that would cause what I'm seeing ? Any ideas appreciated.
Thanks.
______
kingLu
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