What do these numbers mean?
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When in the UV/Image Editor, left clicking on a pixel makes a small row of numbers appear at the bottom.
I know what some of these mean, but others are a mystery to me...
uv-image-editor
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up vote
1
down vote
favorite
When in the UV/Image Editor, left clicking on a pixel makes a small row of numbers appear at the bottom.
I know what some of these mean, but others are a mystery to me...
uv-image-editor
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
When in the UV/Image Editor, left clicking on a pixel makes a small row of numbers appear at the bottom.
I know what some of these mean, but others are a mystery to me...
uv-image-editor
When in the UV/Image Editor, left clicking on a pixel makes a small row of numbers appear at the bottom.
I know what some of these mean, but others are a mystery to me...
uv-image-editor
uv-image-editor
asked 4 hours ago
Legoman
260319
260319
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1 Answer
1
active
oldest
votes
up vote
2
down vote
accepted
Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the "raw" RGB values for that pixel (converted from 0-255 range to 0-1 range). A is the Alpha (transparency) value of the pixel.
The numbers after "CM" are the Color-Managed values. Based on how you have set the Color Management section of your scene, it's telling you what the effective colors will be after applying the settings.
R, G, and B are adjusted for your color management, and the little square next to them is showing a visual representation of the adjusted color. Then H, S, and V are Hue, Saturation, and Value, which is simply a different way of representing the R, G, B values.
HSV is closer to how humans perceive color, whereas RGB is based on colors of light, so some people prefer to work in that color space.
The L is likely Luma, which is a gamma-corrected sum of R, G, and B. Basically if you converted a color to grayscale, how bright it would be. Since yours already is grayscale, the L value is the same as the RGB and V values.
Here's way too much detail: https://en.wikipedia.org/wiki/HSL_and_HSV
These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.
If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
accepted
Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the "raw" RGB values for that pixel (converted from 0-255 range to 0-1 range). A is the Alpha (transparency) value of the pixel.
The numbers after "CM" are the Color-Managed values. Based on how you have set the Color Management section of your scene, it's telling you what the effective colors will be after applying the settings.
R, G, and B are adjusted for your color management, and the little square next to them is showing a visual representation of the adjusted color. Then H, S, and V are Hue, Saturation, and Value, which is simply a different way of representing the R, G, B values.
HSV is closer to how humans perceive color, whereas RGB is based on colors of light, so some people prefer to work in that color space.
The L is likely Luma, which is a gamma-corrected sum of R, G, and B. Basically if you converted a color to grayscale, how bright it would be. Since yours already is grayscale, the L value is the same as the RGB and V values.
Here's way too much detail: https://en.wikipedia.org/wiki/HSL_and_HSV
These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.
If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
add a comment |
up vote
2
down vote
accepted
Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the "raw" RGB values for that pixel (converted from 0-255 range to 0-1 range). A is the Alpha (transparency) value of the pixel.
The numbers after "CM" are the Color-Managed values. Based on how you have set the Color Management section of your scene, it's telling you what the effective colors will be after applying the settings.
R, G, and B are adjusted for your color management, and the little square next to them is showing a visual representation of the adjusted color. Then H, S, and V are Hue, Saturation, and Value, which is simply a different way of representing the R, G, B values.
HSV is closer to how humans perceive color, whereas RGB is based on colors of light, so some people prefer to work in that color space.
The L is likely Luma, which is a gamma-corrected sum of R, G, and B. Basically if you converted a color to grayscale, how bright it would be. Since yours already is grayscale, the L value is the same as the RGB and V values.
Here's way too much detail: https://en.wikipedia.org/wiki/HSL_and_HSV
These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.
If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
add a comment |
up vote
2
down vote
accepted
up vote
2
down vote
accepted
Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the "raw" RGB values for that pixel (converted from 0-255 range to 0-1 range). A is the Alpha (transparency) value of the pixel.
The numbers after "CM" are the Color-Managed values. Based on how you have set the Color Management section of your scene, it's telling you what the effective colors will be after applying the settings.
R, G, and B are adjusted for your color management, and the little square next to them is showing a visual representation of the adjusted color. Then H, S, and V are Hue, Saturation, and Value, which is simply a different way of representing the R, G, B values.
HSV is closer to how humans perceive color, whereas RGB is based on colors of light, so some people prefer to work in that color space.
The L is likely Luma, which is a gamma-corrected sum of R, G, and B. Basically if you converted a color to grayscale, how bright it would be. Since yours already is grayscale, the L value is the same as the RGB and V values.
Here's way too much detail: https://en.wikipedia.org/wiki/HSL_and_HSV
These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.
If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the "raw" RGB values for that pixel (converted from 0-255 range to 0-1 range). A is the Alpha (transparency) value of the pixel.
The numbers after "CM" are the Color-Managed values. Based on how you have set the Color Management section of your scene, it's telling you what the effective colors will be after applying the settings.
R, G, and B are adjusted for your color management, and the little square next to them is showing a visual representation of the adjusted color. Then H, S, and V are Hue, Saturation, and Value, which is simply a different way of representing the R, G, B values.
HSV is closer to how humans perceive color, whereas RGB is based on colors of light, so some people prefer to work in that color space.
The L is likely Luma, which is a gamma-corrected sum of R, G, and B. Basically if you converted a color to grayscale, how bright it would be. Since yours already is grayscale, the L value is the same as the RGB and V values.
Here's way too much detail: https://en.wikipedia.org/wiki/HSL_and_HSV
These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.
If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
edited 47 mins ago
answered 1 hour ago
Dale Cieslak
1,194612
1,194612
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
add a comment |
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate?
– Legoman
1 hour ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
added more detail; let me know if that helps or if you need more info on any of it!
– Dale Cieslak
46 mins ago
Thanks so much!
– Legoman
29 mins ago
Thanks so much!
– Legoman
29 mins ago
add a comment |
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