Patch to dim images in uv editor #30808

Closed
opened 2012-04-04 07:21:26 +02:00 by Felix Schlitter · 8 comments

%%%This small patch allows to dim the image in the uv editor. Can be toggled on off and is useful for when working with bright and saturated textures. Even useful with the standard generated uv pattern which is quite bright and high in contrast (which is good for 3d view but not for 2d view when working with uvs on top of it). Got the feature idea from Autodesk Maya.%%%

%%%This small patch allows to dim the image in the uv editor. Can be toggled on off and is useful for when working with bright and saturated textures. Even useful with the standard generated uv pattern which is quite bright and high in contrast (which is good for 3d view but not for 2d view when working with uvs on top of it). Got the feature idea from Autodesk Maya.%%%

Changed status to: 'Open'

Changed status to: 'Open'

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-03-11 13:12:59 +01:00

Such things should be done as a part of color management pipeline in general. In particular, if most of the artists think UV pattern is too bright we should address that issues instead.

So thanks for the patch, but we can't accept it in a current state.

Such things should be done as a part of color management pipeline in general. In particular, if most of the artists think UV pattern is too bright we should address that issues instead. So thanks for the patch, but we can't accept it in a current state.

Added subscriber: @tomofnz

Added subscriber: @tomofnz

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'

To temporarily ramp the brightness of any image displaying in the UV editor would allow UV islands to be seen more easily against same colour content. I'd imagine this is simply necessary for user quality of life. It would be cumbersome to have to do so on a per image, per use case.

To temporarily ramp the brightness of any image displaying in the UV editor would allow UV islands to be seen more easily against same colour content. I'd imagine this is simply necessary for user quality of life. It would be cumbersome to have to do so on a per image, per use case.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Possible workaround currently is to display image as a render result and lower Gamma in the colormanagement settings. Ugly, but possible.

Anyway, such discussions do not belong to a patch tracker and should happen with the interface team instead.

Possible workaround currently is to display image as a render result and lower Gamma in the colormanagement settings. Ugly, but possible. Anyway, such discussions do not belong to a patch tracker and should happen with the interface team instead.
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Reference: blender/blender#30808
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