Eyedropper is not colormanaged hence gives incorrect result and useless #69549

Closed
opened 2019-09-05 17:52:50 +02:00 by Yegor · 5 comments

System Information
Operating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56

Blender Version
Broken: version: 2.81 (sub 8), branch: master, commit date: 2019-09-05 10:52, hash: b6e7e173ec

Short description of error
The eyedropper gives incorrect color sample on picking from viewport or image viewer.
What's the point of eyedropper while shading, if you get a different color from what you see?
Since the feature is broken, I consider it a bug, not a feature request.

Exact steps for others to reproduce the error
Open the file attached.
The left image is a snapshot of the render from the right.
The bottom node is for sampling
Eyedrop from the render view or from the image and you'll get a different color from what you have in the top node.

eyedropper_color_management.blend

**System Information** Operating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56 **Blender Version** Broken: version: 2.81 (sub 8), branch: master, commit date: 2019-09-05 10:52, hash: `b6e7e173ec` **Short description of error** The eyedropper gives incorrect color sample on picking from viewport or image viewer. What's the point of eyedropper while shading, if you get a different color from what you see? Since the feature is broken, I consider it a bug, not a feature request. **Exact steps for others to reproduce the error** Open the file attached. The left image is a snapshot of the render from the right. The bottom node is for sampling Eyedrop from the render view or from the image and you'll get a different color from what you have in the top node. [eyedropper_color_management.blend](https://archive.blender.org/developer/F7718484/eyedropper_color_management.blend)
Author

Added subscriber: @YegorSmirnov

Added subscriber: @YegorSmirnov
Member

Added subscriber: @EAW

Added subscriber: @EAW
Member

It visually appears to be working to my eyes.

The top RBG node is just the orange color that you have plugged into the Emission slot of the Principled BSDF. Because you are using the Principled BSDF shader, the plane also has:

  • a white diffuse surface

  • that is being lit by a white light. The white light is to the right of the plane, aligned with the top edge, causing a gradient that is brightest on the top right and darkest on the bottom left.

  • The diffuse surface has a roughness of 0.5 so that white light is not all reflected evenly. This causes the variance of gradient color when examining the values on a per pixel basis I believe.

These four things combine to give the plane the color you see in the rendered view.

Emission vs Combined.jpg

If you turn off the light or just use an emission shader, the color picker matches the top RGB node visually. It is only slightly different when you examine the individual values.

When rendering out your setup (principled with the light on), the emission pass is identical to the top RBG node.

Below I have attached my augmented version of your file. Just load it and hit F12 to render.

eyedropper_color_management2.blend

Does this make sense/fix your issue?

It visually appears to be working to my eyes. The top RBG node is just the orange color that you have plugged into the Emission slot of the Principled BSDF. Because you are using the Principled BSDF shader, the plane also has: - a white diffuse surface - that is being lit by a white light. The white light is to the right of the plane, aligned with the top edge, causing a gradient that is brightest on the top right and darkest on the bottom left. - The diffuse surface has a roughness of 0.5 so that white light is not all reflected evenly. This causes the variance of gradient color when examining the values on a per pixel basis I believe. These four things combine to give the plane the color you see in the rendered view. ![Emission vs Combined.jpg](https://archive.blender.org/developer/F7718702/Emission_vs_Combined.jpg) If you turn off the light or just use an emission shader, the color picker matches the top RGB node visually. It is only slightly different when you examine the individual values. When rendering out your setup (principled with the light on), the emission pass is identical to the top RBG node. Below I have attached my augmented version of your file. Just load it and hit F12 to render. [eyedropper_color_management2.blend](https://archive.blender.org/developer/F7718729/eyedropper_color_management2.blend) Does this make sense/fix your issue?
Author

Oh, you are right! That was my mistake. Close that.

Oh, you are right! That was my mistake. Close that.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Julien Duroure self-assigned this 2019-09-06 09:58:05 +02:00
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Reference: blender/blender#69549
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