#GAMMA Formula in 3DS
23-May-95 19:52:21
Sb: #171518-#GAMMA Formula in 3DS
Fm: John Ellis 72440,3046
To: Jonas Ruikis [ADESK] 73172,1351
>> By the way lighting has nothing to do with it… <<
Lighting has everything to do with it because for any given RGB value
assigned in the material editors, increasing or decreasing the light
source will change the rendered value of the assigned material. If
the lighting is too hot it will not fall within the legal NTSC color
space.
The formula determines YIQ values from RGB and then relates them to
legal NTSC color space. Y = Luminance. I/Q is NTSC's color wieghting
distribution.
Gamma is also effected by Lighting because depending on the light
level in the scene, the assigned RGB value will change when rendered
to a different RGB value. Which makes calculating YIQ based on RGB
values in the materials editor pointless without considering lighting
and gamma.
I'd like confirmation that the Gamma formula in Foley etc. is the
actual gamma correction formula used in 3DS.