In the case of RGB for example, are the lights sRGB / REC.709 or are you reading the values on an Apple MacBook Pro as are very common in graphic design? The values in each case here are completely different lights, and as such, the ratios between them mix entirely different colours depending.Įven within Blender in the default state, are the RGB values sRGB nonlinear? Are they scene referred linear? Are they Filmic code values from the Base Log? Are they aesthetic values after the contrast? Do they represent a reflective albedo, an emission, non colour alpha, non colour depth, non colour normal?ĬMYK? More meaningless. Hex codes literally mean nothing, nor does “CMYK”, nor “RGB”, without coupling them to a colour space. What colour space are the code values in? I dont think there are a lot of people which can read and understand color values in float numbers? Im a graphics designer i look at colors in CMYK, RGB or HEX, not in float Non-color is used in cases where you don’t want the color space converted (eg normal maps, roughness maps) This is what that drop down on the image texture node with the options color and non-color have to do with. In day to day usage, Blender is automatically converting your textures to linear color space. That’s really only helpful in rare situations like CarlG’s where you want to make sure an sRGB value matches an expected linear value. Research the subject of “scene referred space” if you really want to dive into the deep end.Ībout that equation. That is why having an integer range from 0 - 255 would make the already confusing subject of a scene referred system even MORE difficult to grasp. In CG rendering, there is really no limit, and values are only relative to the context in which they are being used. How far do they go with other bit images than? Because in 2d software they are still read as 255 limit, white wont get passed that 255-255-255 limit Falling back on horrible and meaningless hex codes doesn’t help anyone past these slippery questions. Slowly, we can help each other learn and understand these things. What colour is the light? What the hell colour is this “red”? Are there other “reds”? Is it linearly or nonlinearly encoded? If this is an emission, how is 30,000.981 a legitimate value? How can I input 2172.721 if I need to? How do the pieces snap together? In the case of a slider in Blender, if you set an albedo value to 0.5, you are declaring that 50% of the incoming light will reflect back. They create the illusion of some sort of meaning, but all they are are ratios of something. Which nicely loops back into the other Devtalk thread that I was trying to highlight: Hex codes are garbage. Is it a colour? Does it represent a percentage of reflection as with an albedo? Is it an emission? What the hell does an emission mean anyways? By simply presenting and offering the pixel pusher the internal representation of the float, we level the playing field, and force people to think about the media itself. If we start muddying the waters with integer, now folks don’t have a clue if 2000 is an integer normalized value, or 2000.0 units of emission colour intensity, or 2000.0 units of depth. The net sum is that numbers are contextual. The muddling commences.Īs you rightly pointed out, sometimes the value is 0.0 to 1.0, and other times it could be 0.0 to infinity, or -5.0 to +5.0 or who knows what. However, what I mean in more of a general sense, is that if the input sliders had a range of 0-255, then values beyond that space would be human-non-readable without a calculator.Īnd totally bunko! That is, there are a number of things going on here that are actually greatly improved when trying to communicate concepts simply by enforcing floats everywhere.įolks go out a huntin’ lookin’ for dem hex codes, or some arbitrary value.
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