[WIP] Design: Painting Color Management #72424
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Reference: blender/blender#72424
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This design are based on the next principles:
Issues
Current issues we try to solve:
Value
to 0, that the next time they open the color picker that theHUE
andSaturation
are also set to 0.Scoping
The solution is focused on Sculpt/Paint brushes, but will be reusable in other areas. The solution is designed on single colors.
ImBuf
should be used when working with buffers. Changes toImBuf
are not in scope.Proposal
Proposal is to implement a framework for color picking and mixing colors. To test the framework we include the first implementation in the Paint and Sculpt Brushes. The idea of this approach is to be more explicit when colors are being used.
DNA
In
DNA_color_types.h
add a struct that can store a color and relevant information of the color.Color3.alpha
is always stored as straight alpha.The runtime caches common conversions of the color in different OpenColorIO roles and alpha association. The
Color3.runtime
field will be flagged to be invalid when the scene color management is changed or a different scene is loaded. The runtime is also updated when the color management roles in the scene are changed, a another scene is loaded.In
DNA_brush_types.h
deprecate thergb
andalpha
and add a new fieldColor3 color;
.BKE
Add functions in
BKE_colortools.h
for getting the values for a color in a specific OCIO Role, invalidate allruntime
fields in loaded data, invalidate oneruntime
field.UI
Update the color picker template to support this data structure. This also means that we don't do the pixel read to find the selected color, but interpret the screen coordinate on the wheel to find our what color has been picked.
Painting/Brushes
When doing this change a lot of compile errors needs to be fixed. This gives us the opportunity to migrate them to the new implementation and make sure we tackle these cases. Textures still needs special attention.
OCIO
The color configuration needs to be adjusted with color spaces for the color picker role.
Added subscriber: @Jeroen-Bakker
Added subscriber: @PabloDobarro
Added subscriber: @EAW
Design: Painting Color Managementto [WIP] Design: Painting Color ManagementAdded subscriber: @frameshift
Looking good as far as I can tell. A few things:
As Troy pointed out in Blender.chat, please get rid of any assumptions like this, anywhere. I don't think you'd find it unlikely that I can show you an instance of Blender with a reference space that's not even close to Rec. 709 ;)
Is this necessary once Blender completely relies on OCIO roles?
I will, I do want to re-validate other things in this patch.
There are several likely user stories that storing ocio roles doesn't address:
From a user perspective this could also be implemented by using a color space that is able to restore the components of the different modes. But does such a color space exist? If so yes we can use a color role for storing; if not we might want to store the color space itself as proposed or another solution we can come up with.
When back in office I will update the design on this topic.
I just reported #77736, totally forgot about this design task.
I would however like to stress that it's necessary for the colour picker to allow the user to choose between a display space and the scene linear space when colour picking. In any context. Shader nodes, texture painting, vertex colours, you name it.
Internally, always consider the scene linear values, but expose the alternative in the UI.
@Jeroen-Bakker any news on this?
Added subscriber: @end_ahmed