Difference between revisions of "Gamma"

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Gamma is how digital images are corrected to match human non-linear perception of brightness levels, and to avoid color banding in common image color depths.
= Gamma =
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* [http://scripts.breidt.net/gamma_correct_v12.pdf Be gamma correct!] by [http://scripts.breidt.net Martin Breidt] - an excellent explanation of what gamma is and how to work with it.
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Many digital image programs, and some game renderers, handle Gamma incorrectly which produces noticeable artifacts.
* [http://filmicgames.com/archives/299 Linear-Space Lighting (i.e. Gamma)] by [http://filmicgames.com John Hable] - another great description of how gamma works.
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* [http://www.inthefleshart.com/resources/LinearWorkflow-TheWholeShebang.rar Linear Workflow- The Whole Shebang.pdf] (6MB PDF, inside a RAR) by [http://www.polycount.com/forum/member.php?u=24642 Daniel 'coldside' Dye] - how to setup and use gamma in 3ds Max, including normal maps and composite layers. See the [http://www.polycount.com/forum/showthread.php?t=97192 Polycount forum thread].
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== Images ==
* [http://jeffpatton.net/Blog-images/3dsMax_Gamma_JP.pdf 3dsMax_Gamma_JP.pdf] by [http://jeffpatton.net Jeff Patton] - a quick and excellent rundown of gamma settings in 3ds Max.
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[[Image:Lineargammahead.png|thumb|left|400px|Correct use of Gamma in lighting and rendering (top) vs. gamma-incorrect (bottom). <br/>Image by [https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html Unity]]]
* [http://www.polycount.com/forum/showthread.php?t=84229 Texture Leveling] Polycount forum thread - discussion about why some game textures are very dark, and how an understanding of gamma helps to explain this.
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[[Image:gamma-color-blending.jpg|thumb|left|400px|Correct blending with Gamma (left) vs. incorrect (right). Drawing with soft brushes in gamma-incorrect drawing programs can result in weird darkish transition bands with certain vivid colour combinations.<br/>Image by [https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/ John Novak]]]<br clear="all"/>
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== Articles ==
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* [https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/ What every coder should know about gamma] by John Novak. Gamma clearly explained, with images.
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* [http://scripts.breidt.net/gamma_correct_v12.pdf Be gamma correct!] by [http://scripts.breidt.net Martin Breidt] - an excellent explanation of what gamma is and how to work with it. Saved here: [[file:Martin Breidt - gamma_correct_v12.pdf]]
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* [http://filmicgames.com/archives/299 Linear-Space Lighting (i.e. Gamma)] by [http://filmicgames.com John Hable] - another great description of how gamma works. Saved here: [[file:John Hable - Linear-Space Lighting (i.e. Gamma).pdf]]
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* [http://www.3dtotal.com/index_tutorial_detailed.php?id=1552 Linear Workflow - The Whole Shebang] by [http://www.polycount.com/forum/member.php?u=24642 Daniel 'coldside' Dye] - how to setup and use gamma in 3ds Max, for output to compositing software like After Effects and Nuke. See the [http://www.polycount.com/forum/showthread.php?t=97192 Polycount Forum thread].
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* [[file:3dsMax_Gamma_JP.pdf]] by [http://jeffpatton.net Jeff Patton] - a quick rundown of gamma settings in 3ds Max.
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== Polycount Forum ==
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* [https://polycount.com/discussion/150733/help-with-the-equation-for-converting-gamma-to-linear/p1 Help with the Equation for converting Gamma to Linear] Polycount Forum topic.
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* [http://polycount.com/discussion/154225/yet-another-gamma-thread Yet another Gamma thread] on the Polycount Forum has info on tool problems, and how sRGB can help.
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* [http://polycount.com/discussion/84229 Texture Leveling] Polycount forum thread - discussion about why some game textures are very dark, and how an understanding of gamma helps to explain this.
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== Substance ==
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* [https://forum.substance3d.com/index.php?topic=8745.0#msg42404 Wes McDermot explains how Substance handles Gamma]
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== Unity ==
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* [http://polycount.com/discussion/comment/2413892/#Comment_2413892 Converting sRGB to linear color space in Photoshop?]
  
 
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[[Category:TextureTechnique]]
 
[[Category:TextureTechnique]]

Latest revision as of 09:55, 27 October 2019

Gamma is how digital images are corrected to match human non-linear perception of brightness levels, and to avoid color banding in common image color depths.

Many digital image programs, and some game renderers, handle Gamma incorrectly which produces noticeable artifacts.

Images

Correct use of Gamma in lighting and rendering (top) vs. gamma-incorrect (bottom).
Image by Unity
Correct blending with Gamma (left) vs. incorrect (right). Drawing with soft brushes in gamma-incorrect drawing programs can result in weird darkish transition bands with certain vivid colour combinations.
Image by John Novak

Articles

Polycount Forum

Substance

Unity


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