[Bf-committers] color wheel upside down

Jonathan Smith j.jaydez at gmail.com
Tue Jan 18 10:09:00 CET 2011


It doesn't appear to matter much standards-wise, because there are so many
different ways of doing it.

However having red aligned with the +X axis will help people migrating from
apps like Maya or 3DS Max, or people using applications such as GIMP or
MyPaint. In all four of those, the colour wheel has red on the right.

On Tue, Jan 18, 2011 at 2:09 PM, Troy Sobotka <troy.sobotka at gmail.com>wrote:

> > Look at Blender ones, the red is at the bottom, while all in that page
> > put it at the top or the right side, following typical starts for
> > clocks or angles (resp.). That is what he is pointing, that Blender is
> > yet another style with hard to explain "0 points down".
>
> As opposed to 0 being lower left or middle right?
>
> There certainly is no such thing as a standard here from what research
> is available.
>
> > And if the video scopes do something else as he pointed, that is
> > really bad, because it is inconsistent with itself and only causes
> > headaches.
>
> Agree. Xat and Matt would be able to help on the reasoning behind the
> scopes.
>
> Unifying the wheel orientations for internal consistency makes solid
> design sense.
>
> As to models to follow, it comes down to audience. If the audience is
> a grading specialist, probably following Resolve or Lustre makes
> sense.
>
> Just throwing it out there...
>
> Lustre:
> http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
> Avid:
> http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
> Davinci Resolve:
> http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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