#GAMMA Formula in 3DS
24-May-95 16:20:21
Sb: #171695-#GAMMA Formula in 3DS
Fm: John Ellis 72440,3046
To: Jonas Ruikis [ADESK] 73172,1351
"lookup value = intensity to the 1.0/y (where y/gamma represents the
nonlinearity of the monitor…. <<
This is like gamma 101. I totally understand gamma as it relates to
video. You tell me the kind of camera you're using or any non-linear
output device for that matter and I can calculate what the gamma
needs to be, applied to that device and correct for the NTSC monitor
so that it is linear.
3DS output through a linear device without gamma correction like an
Illuminator Pro in YUV should be 2.2 amount of gamma applied to the
rendered image to be correct. It is not. The default *lighting* is
too hot or the way 3DS is applying gamma is not standard.
It matters little which the case is, but I need the formula to be able to
calculate what gamma value *needs* to be applied regardless of how its being
applied for a given RGB value to calculate correct video space.
Thanks,
John