Color correction
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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07-16-2005 22:08
I've been having a problem with uploaded textures coming out lighter than they should be. I ran across this problem with some gun textures, but that could be easily resolved by using the color palette (although I lose some of the highlights off the metal). But now, I'm trying out skin building and the skin doesn't come out as it looks in PSP. Based off game screenshots, I'm getting RGB values with less Red and Blue and a little more Green than the file I'm working with. Is there a way I can preset the values in PSP9 to automatically change these values to compensate for how they look in game?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-17-2005 15:45
When you say things like "less Red and Blue and a little more Green," have you measured that somehow, or is that your own judgment? Is it possible you're simply observing the effects of differing lighting conditions within SL due to time of day or local lighting? Here's a test I'd recommend trying. Set SL to run in a window, and cover half the screen with it. Cover the other half with your PSP window. Now, open up the color picker in both programs, and type the same RGB and HSL values into each, so that both are showing the same mathematically calculated color. Does the color look the same in both windows? If it does, then it's likely that the discrepencies you're talking about are just from inworld lighting conditions, in which case you needn't worry about it, since the effect will constantly be changing in relation to your location inworld and the time of day. If they're not the same, then it sounds like you've got a graphics driver issue, in which case I'd recommend posting this in Technical Issues and E-mailing tech support. Also, if the colors do look different, you may want to take a Windows screenshot (ctrl-printscreen), paste it into PSP, and save it. Include it in your Technical Issues post and in your E-mail so people can see what you're talking about. Good luck. 
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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07-17-2005 17:04
If you're doing textures for clothing or skins you'll likely find they look a bit yellow/orange in SL due to SL's sunlight. Warm tones end up exaggerated.
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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07-17-2005 21:09
To answer Chosen Few's question, when I say "less Red and Blue and more Green" I mean, -3pts Red and Blue and +1 Green. This is a bit subjective, thou as I'm judging a color off a 3D using a 2D base. I have seen it where the 3D RGB output appears 10 to 20 points lower, but the there will still be the Red and Blue are lower values (like -14 Red and Green while Green is only -12 points lower).
I followed your suggestion and the RGB values match perfectly out of the color picker, but the HSL is off. HSL does not match what PSP is using and when I use pull the SL HSL values and plug them in to PSP, they come out darker.
I think Chip's right, I think it has more to do with the SL's sunlight. What I need to do now is to see how I can compensate for sunlight.
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Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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07-18-2005 09:39
I created a flat skin tone texture with the exact same RGB values between SL and Photoshop. I never realized the textures colors were handled differently in sunlight as opposed to a simple colored prim. I had set "Force Sunlight" on this example. Also, the prim that is textured has full white color applied to it. I also noticed the same thing Bond did on the HSB/HSL numbers as they do not match between SL and Photoshop yet the RGB vales are exactly the same. I attached a screenshot of this using 100% quality JPEG compression.
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
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07-18-2005 09:47
I dont really have anything too constructive to add, but I have made this observation.
Almost everyone is going to see things differently than you do. Differences in video cards, monitors, and user settings make a dramatic difference in how we all see the world. You obviously need to do your work so it looks best to you, just keep in mind, most everyone is going to see the end result a little differently.
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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07-18-2005 12:15
From: Kurshie Muromachi I created a flat skin tone texture with the exact same RGB values between SL and Photoshop. I never realized the textures colors were handled differently in sunlight as opposed to a simple colored prim. I had set "Force Sunlight" on this example. Also, the prim that is textured has full white color applied to it. I also noticed the same thing Bond did on the HSB/HSL numbers as they do not match between SL and Photoshop yet the RGB vales are exactly the same. I attached a screenshot of this using 100% quality JPEG compression. Kurshie, I'm wondering if the HSB/HSL numbers are automatically compenstated for SL. Whenever I plugged in a HSL of a color I pulled from SL's Color Picker into PSP9, I got a slightly darker color, with RGB values around 10 pts less, in some case 20pts less for Blue channel. I think the reverse applies, too, although I can't test this out right away. I'll look into this later and see if I should use HSL values to judge textures in SL and set up a way to compenstate in PSP9.
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a lost user
Join date: ?
Posts: ?
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09-10-2005 23:12
I have run into this issue also and it is bugging the hell out of me. It means that if I skin an avatar-sleeve with, say, RGB 155/141/171 and then make a prim 'sleeve cuff' to fit it that is worn on the forearm, I cannot just plunk that RGB texture onto the prim...It does NOT blend with the sleeve and it looks pathetic.
There must be some way around this. :6
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