Fix #146619: Random Color workbench mode too saturated with ACEScg working space
Pull Request: https://projects.blender.org/blender/blender/pulls/146664
This commit is contained in:
committed by
Brecht Van Lommel
parent
e8deba14c3
commit
09d9239efd
@@ -27,6 +27,8 @@
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#include "BLI_math_vector.hh"
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#include "BLI_memblock.h"
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#include "IMB_colormanagement.hh"
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#include "gpencil_engine_private.hh"
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#include "DEG_depsgraph.hh"
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@@ -274,6 +276,7 @@ static void grease_pencil_layer_random_color_get(const Object *ob,
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float hue = BLI_hash_int_01(ob_hash * gpl_hash);
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const float hsv[3] = {hue, hsv_saturation, hsv_value};
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hsv_to_rgb_v(hsv, r_color);
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IMB_colormanagement_rec709_to_scene_linear(r_color, r_color);
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}
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tLayer *grease_pencil_layer_cache_get(tObject *tgp_ob, int layer_id, const bool skip_onion)
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@@ -7,6 +7,9 @@
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#include "BLI_ghash.h"
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#include "BLI_hash.h"
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#include "BLI_math_color.h"
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#include "IMB_colormanagement.hh"
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/* get_image */
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#include "BKE_node_legacy_types.hh"
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#include "DNA_material_types.h"
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@@ -25,6 +28,7 @@ Material::Material(::Object &ob, bool random)
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}
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float3 hsv = float3(BLI_hash_int_01(hash), 0.5f, 0.8f);
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hsv_to_rgb_v(hsv, base_color);
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IMB_colormanagement_rec709_to_scene_linear(base_color, base_color);
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}
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else {
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base_color = ob.color;
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