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Posted

I have just figured out that by recording a  switch to 32 bit mode and  back in a macro we could get many filters  working in a new perfect manner. 

So I am trying an ancient trick with producing normal map RG (xy) channels by embos filter   and B (z) channel by   edge detect filter   inverted.

It all works just  fine except gamma .      Switching back to 16 or 8 bit  makes a gamma shift  and I am struggling to figure out the right values.   Can't get a perfect 128 (0,5) value  for front  looking pixels   in RG channels.

 

Any suggestions?

Posted (edited)

Gamma is simple c^2.2 or c^(1/2.2) depending on direction.

c for every color channel. Alpha channel might be excepted (test it with A=0.5 if it stays 0.5 or becomes 0.2 something)

PS if gamma is in your way while in RGB/8, just set it from 2.2 to 1, maybe set it to 1.0 as default in preferences.

Edited by NotMyFault

Mac mini M1 A2348 | MBP M3 

Windows 11 - AMD Ryzen 9 5900x - 32 GB RAM - Nvidia GTX 1080

LG34WK950U-W, calibrated to DCI-P3 with LG Calibration Studio / Spider 5 | Dell 27“ 4K

iPad Air Gen 5 (2022) A2589

Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps.

I use iPad screenshots and videos even in the Desktop section of the forum when I expect no relevant difference.

 

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