Vertex color node and vertex attribute shader nodes don't produce correct vertex color values #71835
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Reference: blender/blender#71835
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 361.91
Blender Version
Broken: version: 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash:
373e936e3e
Worked: (optional)
Short description of error
The output of the vertex color node isn't the same as the value that was painted in. Specifically, it doesn't seem to be linearized. Neither is the (equivalent) output of the vertex attribute node set to the same color layer.
Exact steps for others to reproduce the error
From starting scene:
The expected behavior would be to have the separation between the white and black areas of the resulting material align with the edge loop formed by the four middle vertices with value 0.5, instead it occurs higher. Adding a gamma node with a gamma of 1/2.2 between the vertex color node and the math node moves the separation back where it should be, suggesting an incorrect or absent linearization from what I assume are sRGB values. Of course with that inverse gamma node added interpolation of the more or less corrected vertex color values won't be linear anymore. The same behavior occurs with the color output by the vertex attribute node, when set to a color layer. Although the math node is used to easily show the problem, directly linking the vertex color node to the material output won't produce the right values either.
The same behavior was observed in the 2.81 and 2.80 releases (although that earlier one didn't have the vertex color node, only the vertex attribute node). It happens in both Eeevee and Cycles renders.
Added subscriber: @Olivier.Riedo
Added subscriber: @BartekMoniewski
Changed status from 'Open' to: 'Archived'
Vertex colors in Blender (and many other DCC apps) are 8-bit sRGB, not linear.
Similar reports pop up sometimes but they all are invalid.
Support for generic vertex attributes with linear values would be great but that's a feature request.
https://devtalk.blender.org/t/full-precision-float-vertex-colors/4706
If you need precision for technical things I advise to use UVs. Linear, not-clamped, full float precision.
This comment was removed by @Olivier.Riedo