Diffuse_Level on top of the Diffuse_Raw channel, with the Diffuse_Level
multiplying the Diffuse_Raw  to get the diffuse_result (there is no need
for the diffuse_result layer is there in Ps ? All in linear space, the
results are ugghh, when I preview in sRGB, it's still uggghh. I'm
actually fighting with this, I can't believe this, unreal. I swear I'm
doing something wrong ?

::Christopher::

Christopher wrote:
> For a program that cost $1K such as Ps it's quite restricted for this
> type of work, I still wonder why I have a zillion color profiles in
> Photoshop.  I imported the levels as linear gamma, but upon import in
> photoshop I let photoshop apply sRGB (2.2 gamma), I suppose I
> shouldn't.  You make it sound as though I will fight will Ps to get
> things right, although you probably are right :)
>  
> I'm going to do the comp all in linear, see what results I get.  I
> need to find an alternative to Photoshop, Nuke I don't use here.  Is
> AE more better then Ps, or more of the same ?
>
> ::Christopher::
>
> [email protected] wrote:
>> > If the above is correct, what is ticking me off is it is so dark,
>> when I render in the renderer, it's nice,...
>>  
>> are you looking at it with proper gamma correction?
>> oh right it’s photoshop...
>>  
>> well, in XSI you are probably seeing the linear image with a gamma
>> correction added (which is the desired way to work) – but most other
>> software will show it without gamma - So if you add a gamma of 2.2,
>> chances are it will look like what you expected.
>> But here’s the twist: you should not be using that gamma – first do
>> the comp and add it in the end. Or actually – better not add the
>> gamma at all and rather export the image to the correct target color
>> space.
>>  
>> > Photoshop 'add' blend mode doesn't work in 32-bit color space, what
>> is the correct alternative ?
>>
>> Nuke.
>>  
>> Really – you can’t expect to use Photoshop for a comp like that and
>> have the same result as in the renderer – it has the maths all wrong
>> and doesn’t even know how to handle an alpha.
>> What you’re trying to do will work correctly the first time around
>> you try it in nuke (ok – perhaps that’s wishful thinking)
>>  
>> Add (or Plus in Nuke terms) is the one and only proper blend mode to
>> use - it’s called linear dodge or something senseless like that in
>> Photoshop I think.
>>  
>> Screen is not correct - though handy at times, it will never give you
>> the same result as in the renderer. (except for the speculars in the
>> mr skin shader – but that’s another story)
>>  
>> Seriously – photoshop isn’t worth all the pain for this kind of
>> thing. I know it might sound harsh but that’s just how it is –
>> photoshop will not work the same way as the renderer.
>> If you just want to mess around with some layers and make something
>> whatever – I guess you can use photoshop – but if you want to get the
>> same, correct result, as in the renderer – don’t use photoshop.
>> If your client wants to receive a layered photoshop comp... then
>> though luck. 

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