![]() ![]() Oh, my aching, you said above “To me it looks like the relation between the slider position and the actual lightness value is x². I just need to grasp “scene linear color space”, “color picking color space”, and “sRGB color space” well enough to set up the formulas. But it seems to me (even though I’m fast getting leery of what this seems to me) that I should be able to set up a spreadsheet where I can put in RGB numbers, HSV numbers, HSL numbers, or Hex values into cells and, with the appropriate formulas, get translated-for-Blender’s Color Picker numbers. Or am I misunderstanding?įrom what was posted it sounds like this was needed to fix (or improve) other issues, so it’s doubtful it’ll go back to the way it was. It now seems that if you bring in industry-standard color values from other applications (to coordinate Blender material settings with texture maps made in GIMP or Inkscape, for example) the data will be specifically wrong in Blender, wrong in what direction depending on which data format you’re using. It’s intended behavior, they’ll fix the manual to match. Please see the topic at Blender Artists for screenshots and more detail: (topic link here) ![]() In the HSV tab’s Value field type 0.50 and enter, observe the Value slider on the right of the Color Picker. To reproduce select the Default Cube, go into the Shader Editor, and pull up the Color Picker in any node that’ll access it (the Principled BSDF node, for example). In the Shader Editor the default Color Picker says that H 0.00 S 0.00 V 0.50 (half of the scale) is a significantly lighter gray than it should be (according to the Color Picker page in the latest manual), much higher on the value slider than the midpoint. Worked: 2.91.0 and prior (checked intermittently back thru 2.83.0, Reloaded Factory Defaults each time) If we don’t hear from in the next few hours it’ll be a day since you pinged 'em, here’s what I’ve got for the report (any suggestions?):īroken: 2.92.0 on forward thru last night’s beta and alpha.
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