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manual/composite_nodes/types/color/gamma.rst
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| Gamma | |||||
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| .. figure:: /images/Manual-Nodes-Gamma.jpg | |||||
| :width: 320px | |||||
| A reason for applying gamma correction to the final render is to correct lighting issues. | |||||
| Lighting issues that can be corrected by a gamma correction node are light attenuation with | |||||
| distance, light falloff at terminators, and light and shadow superpositions. | |||||
| Simply think about the renderer as a virtual camera. | |||||
| By applying a gamma correction to your render, | |||||
| you are just replicating what digital camera do with photos. | |||||
| Digital cameras gamma correct their photos, so you do the same thing. The gamma correction is, | |||||
| indeed, 0.45, not 2.2. | |||||
| But reverse gamma correction on textures and colors have another very important consequence | |||||
| when you are using rendering techniques such as radiosity or GI. | |||||
| When doing the GI calculations, all textures and colors are taken to mean reflectance. | |||||
| If you do not reverse gamma correct your textures and colors, then the GI render will look way | |||||
| too bright because the reflected colors are all way too high and thus a lot more light is | |||||
| bouncing around than it should. | |||||
| Gamma correction in Blender enters in a few places. | |||||
| The first is in this section with the nodes, both this node and the Tonemap node, | |||||
| and the second is in calculating Radiosity. In the noodle to the left, | |||||
| the split viewer shows the before and after effect of applying a gamma correction. | |||||