[Bf-cycles] Some suggestions for nodes' interface revision in PBR times
wanbli at crazybull.com
Sun Dec 10 19:04:48 CET 2017
I add my vote to this. I lurk here, but I’ve been an artist, technical artist, and (sometimes) coder working in CGI for film and games since the 80s (mostly games). 99% percent of workflow is linear & sRGB.
Options are nice, but please acknowledge overwhelmingly common workflow and bury the exceptions in ‘advanced’ (or some such). Even small changes like this make workflows significantly faster for repetitive actions in production workflows.
A voice among many, but a voice.
> On Dec 10, 2017, at 10:13 AM, Matthew Heimlich <matt.heimlich at gmail.com> wrote:
> In practice, I have never in over a decade seen a texture map in production that wasn't either linear or sRGB. And I don't think I've worked on or even heard of a colleague that had worked on a production in five years or so that hasn't adopted a completely linear workflow. Anecdotal, sure, but I would be very interested in hearing of a pipeline that wasn't linear or sRGB based in 2017.
> On Dec 10, 2017 10:41 AM, "Troy Sobotka" <troy.sobotka at gmail.com <mailto:troy.sobotka at gmail.com>> wrote:
> On Sun, Dec 10, 2017, 4:44 AM Adriano Oliveira <adriano.ufrb at gmail.com <mailto:adriano.ufrb at gmail.com>> wrote:
> 1. COLOR SPACE. Today we need to open a drop down menu and pick color (sRGB) / non-color (linear). In a PBR workflow, most of textures should be linear (roughness, metallic, normal map, ambient occlusion etc) and only albedo/base color is usually a sRGB bitmap. Therefore, we need to perform 2 clicks over the majority of textures we import... A better approach would be to have just a check box for "[ ] sRGB", like in Unreal. If it is checked (default), color space is gamma corrected, if it is not, it is linear. Believe me, when you have a scene with dozens of PBR material, this is a huge time saving.
> There are more colour spaces than sRGB, and many, many, many more transfer functions than the sRGB OETF.
> A check box cannot work. In the case of 2.8, if we manage to get a wide gamut reference space in, it becomes all the more necessary to have the group box.
> PS: Linear isn't a colour space.
> With respect,
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