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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-05-13 18:32:08 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-05-13 18:32:08 +0400
commit922bb24865f451aabb1a3112ab8ffb592e3ff875 (patch)
treea1f987fa10cce158860b54664616b723235e3940 /intern/cycles/kernel/osl/nodes
parent50d1a5b1eb3735da999cd38474a7dc859a884383 (diff)
Cycles: color space control for image/environment texture nodes. Ideally would
be automated but need to think about how to do this, not so simply in a node system. But guideline for now is, for color textures set to sRGB, for things like bump or roughness map, set to Linear.
Diffstat (limited to 'intern/cycles/kernel/osl/nodes')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_environment_texture.osl4
-rw-r--r--intern/cycles/kernel/osl/nodes/node_image_texture.osl4
2 files changed, 8 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_environment_texture.osl b/intern/cycles/kernel/osl/nodes/node_environment_texture.osl
index 569b22d53ec..ee3fc44f0f8 100644
--- a/intern/cycles/kernel/osl/nodes/node_environment_texture.osl
+++ b/intern/cycles/kernel/osl/nodes/node_environment_texture.osl
@@ -21,8 +21,12 @@
shader node_environment_texture(
vector Vector = P,
string filename = "",
+ string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0))
{
Color = (color)environment(filename, Vector);
+
+ if(color_space == "sRGB")
+ Color = color_srgb_to_scene_linear(Color);
}
diff --git a/intern/cycles/kernel/osl/nodes/node_image_texture.osl b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
index 0dbcc122deb..e1efb787655 100644
--- a/intern/cycles/kernel/osl/nodes/node_image_texture.osl
+++ b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
@@ -21,8 +21,12 @@
shader node_image_texture(
point Vector = P,
string filename = "",
+ string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0))
{
Color = (color)texture(filename, Vector[0], 1.0-Vector[1], "wrap", "periodic");
+
+ if(color_space == "sRGB")
+ Color = color_srgb_to_scene_linear(Color);
}