
Per Anders Edwards hat DeGamma veröffentlicht:
Why is a linear workflow better than a standard non-linear workflow?
The main reason is simply that your render engine only works in linear color-space, but your monitor works in it’s own “color-space” one that typically has a gamma of around 1.8 in OSX and 2.2 in Windows, so when you carefully pick your colors and textures on your monitor and then send them to the render engine that works only in linear color space, the resulting image ends up being completely and utterly incorrect.
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