POV-Ray : Newsgroups : povray.advanced-users : rgb vs srgb : Re: rgb vs srgb Server Time
26 Jun 2024 07:56:19 EDT (-0400)
  Re: rgb vs srgb  
From: Ive
Date: 10 Sep 2011 05:06:33
Message: <4e6b2899@news.povray.org>
Am 10.09.2011 09:50, schrieb Thomas de Groot:
> All color pickers (like
> Sven's for instance) that I know of use (linear) rgb as far as I am aware.

While I'm not aware of any that *does* use *linear* rgb values (don't 
know about "Sven's" though).

> As a user of Poser and Poseray, I often like to tone the skin of the
> human figures. The latest Poseray version does this nicely with some
> added macros where you just have to put in the tone's srgb values.
> However, that is where my problem arises:
> I can define those tones in my
> ancient PSP or in the latest Gimp, but those give the values in linear
> space.

I really doubt that.

> So, to get the result I want I have to correct the Poseray output
> just by changing 'srgb' into 'rgb' where necessary. If not, the result
> is way to dark in general. This works but is a bit fastidious. Better
> would be to have the 'real' srgb values of the tones from start.

Sorry, but I've got the feeling that there is some fundamental 
misconception on your side. sRGB is by definition gamma corrected 
(composed of two functions as shown in my last post) and the linear 
variant of it is called scRGB and this *linear* rgb space should be used 
for *any* kind of math applied to colors (that is why POV-Ray 
internally always assumes linear rgb values). But I don't know what 
FlyerX actually does as I'm just using PoseRay's geometry output in 
combination with my own textures.
Actually I'm not using PoseRay anymore as it does not work on my machine 
(x64 with AMD OpenGL drivers) but this is a different story...


> I hope I made myself clear...

...nope :(

-Ive


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.