Zijun Zhou Eary
  • Joined on 2019-09-02
Zijun Zhou commented on issue blender/blender#104064 2024-03-01 08:32:57 +01:00
Viewport is no color corrected correctly (ACES and others on background image from camera and ref images)

I didn't understand enough the last comment by @Eary 😅

  1. Open the ocio.config file
  2. change scene_linear role to Linear Rec.2020 and save
  3. Open Blender and drag & drop the attached…
Zijun Zhou commented on issue blender/blender#117271 2024-01-19 06:54:48 +01:00
AgX Implementation doesn't seem right on Images/UV Editors

This is due to EEVEE clipping the negatives. Cycles CPU viewport also clips the negatives, while final render after finished will put the negatives back. Cycles GPU viewport should give you…

Zijun Zhou commented on issue blender/blender#115562 2023-12-01 20:29:12 +01:00
Color picker malfunctions after manually entering hex value with full red channel

Is there some known ground-truth matrix for this?

Not that I know of.

The key point seems to be the D65 coordinate.

This is the tool I used for generating the XYZ to RGB matrix: https:…

Zijun Zhou commented on issue blender/blender#115562 2023-11-30 19:11:46 +01:00
Color picker malfunctions after manually entering hex value with full red channel

The reason seems to be the precision in calculating the "XYZ D65 to Lin709" matrix.

Replace in the config the Linear Rec.709 stanza with this should solve the issue:

  - !<ColorSpace>
…
Zijun Zhou commented on issue blender/blender#114414 2023-11-02 20:24:40 +01:00
Eevee/Workbench: Single channel byte textures mangles pixels in viewport

Also worth noting that the problem doesn't appear anymore if you save a JPG and re-import again: image

Zijun Zhou commented on issue blender/blender#114414 2023-11-02 20:04:32 +01:00
Eevee/Workbench: Single channel byte textures mangles pixels in viewport

Some parts that might be different is that 4.0 has a new OCIO configuration.

If I'm not mistaken, the Linear Rec.709 color space was introduced in 6923f7a153, so is this something for @Eary…

Zijun Zhou created pull request blender/blender#114054 2023-10-23 11:02:35 +02:00
Fix Two False Color Bugs
Zijun Zhou pushed to Fix_False_Color at Eary/blender 2023-10-23 10:48:55 +02:00
4604824324 Fix False Color Mistakenly Using Filmic Looks
Zijun Zhou pushed to Fix_False_Color at Eary/blender 2023-10-23 10:45:27 +02:00
9e6d28f180 Fix False Color console error
Zijun Zhou pushed to Fix_False_Color at Eary/blender 2023-10-23 10:43:04 +02:00
Zijun Zhou created branch Fix_False_Color in Eary/blender 2023-10-23 10:43:04 +02:00
Zijun Zhou deleted branch Fix_False_Color from Eary/blender 2023-10-23 10:36:39 +02:00
Zijun Zhou pushed to Fix_False_Color at Eary/blender 2023-10-23 10:36:06 +02:00
498823a57d Fix False Color console error
Zijun Zhou created branch Fix_False_Color in Eary/blender 2023-10-23 10:33:14 +02:00
Zijun Zhou pushed to Fix_False_Color at Eary/blender 2023-10-23 10:33:14 +02:00
Zijun Zhou created repository Eary/blender 2023-10-23 10:32:35 +02:00
Zijun Zhou commented on issue blender/blender#113220 2023-10-04 07:22:03 +02:00
AgX on the GPU displays incorrect Object texture coordinates

This is not a bug. First if all texture coordinate is not color, they are Generic Data, A.K.A Non-Color data. They have blue sockets, meaning they are vectors not colors.

What happens if you…

Zijun Zhou commented on issue blender/blender#112018 2023-09-30 08:24:26 +02:00
AgX has banding-like issues on hyper saturated gradients

I'm using the ACES_GamutComp13 OCIO transform to compress all colors into the target output gamut before passing them to AgX.

ACES 1.3 seems to be their temporary solution, since it doesn't…

Zijun Zhou commented on issue blender/blender#112018 2023-09-27 19:13:53 +02:00
AgX has banding-like issues on hyper saturated gradients

I would add that it's best to make sure these two EXRs still work after the change. Both EXRs encodes in Linear Rec.709, with E-Gamut being the source encoding.

Zijun Zhou commented on issue blender/blender#112018 2023-09-07 10:37:48 +02:00
AgX has banding-like issues on hyper saturated gradients

I released the LUT generation scripts here, and also explained that I will need to step away…