Getting opaque colors with Blender's internal render #52004
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Reference: blender/blender#52004
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System Information
Windows 8
Blender Version
2.78c
Short description of error
For some reason I have noticed that my renders have a color loose, I thought that was because of the .png export but now even in the node editor in the output I see X color and in render/material preview an opaque version of X color, as you can see in the example attached.
It also looks like that without nodes activated.
I didn't touch anything in the color management settings, neither composing the final result or so.
In fact I have just restored blender to factory settings.
Exact steps for others to reproduce the error
Add material, make a toon shader (lambert, with constant ramp and "result" input, add desired colors) Simple use of nodes (mixRGB) to add image textures.
Output looks great, actual render loose brightness.
Changed status to: 'Open'
Added subscriber: @Andee-sama
Getting opaque colors whitt Blender's internal renderto Getting opaque colors with Blender's internal renderAdded subscriber: @brecht
Please attach a .blend file that demonstrates the issue.
lowpoly-selfy100.blend
This file is configured to use Filmic color management. Without that you would get an immediate mapping of the color ramp to the ones in the final render, however with Filmic there is contrast adjustment that causes the differences you see. For these types of toon renders disabling Filmic may work better, emulating the kind of effect that happens when filming real world footage is not really what you want usually.
Perhaps it could be considered a bug that the Output node in the node editor does not use the Filmic transform, but other than that this is working as designed I think.
Changed status from 'Open' to: 'Archived'