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03:23
sRGB EOTF 0.18 mapped to 0.4614 White Clip roughly 2.5 stops over medium gray.
Log No View.
Log Low Contrast. S shaped curve.
Log Basic Contrast
Log High Contrast
 
4 hours later…
07:41
@cegaton Very cool. They are all S transforms, just varying shapes
 
9 hours later…
16:26
@cegaton How the hell are you generating those curved nonlinear results???
16:48
From top to bottom, using basic contrast : false color , carbon fiber coated, plastic, silver, gold, copper, aluminum. I should make aluminum and silver more different, and should try to get more expo with the rim light, as 2 or 3 stops...
I am not sure about middle gray. Diffuse with some 0.18 (rgb) in the gray (expo 0) should be at 0.5 or 0.6 ?
17:42
@troy_s simple patches, one stop difference between them (except the brightest, that is only 1/2 over to reach 16.291)
 
4 hours later…
21:54
@tynaud Middle grey in the new Filmic set maps 0.18 to precisely 0.5
@tynaud The Log Encode maps 0.18 to 0.6, as it did previously.
(2^6.5) * 0.18
Gah
Should be something like 10/16.5
Idiot.
@cegaton But how are you getting the image log-encoded? Those scopes are showing log. That is just on the view I guess.
Greets @D.Va
Banished from chat by moderator.
22:26
@troy_s Nothing special. Just changing the views. The scopes follow...
Hrm.
Post view and pre view transforms. I rarely use those scopes, but similar concepts there.
@troy_s I find them useful in this case. It shows what the different contrast views are working.
Yes. Absolutely in terms of the display referred land.
As the data is pretty much all or nothing at that point.
A 256 or 1024 step gradient would be excellent.
Great way to show the shape of the curves!
Not sure how to generate that in Blender.
@troy_s indeed. At some point I tried to generate a simple ramp going form 0 to 16.291, but I can't get it correctly.
For the scopes test, a simple 256 or 1024 would suffice, as it is post view transform.
@cegaton Think you can help me out here?
He's looking for examples, and I'm slow as piss with them. developer.blender.org/T47212
I'd love to get the damn thing actually be a "Luminance" matte, not "Some random whacky primaries from some misinformed developer Matte"

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