2015-04-17 17:19 GMT+02:00 Jasper van de Gronde <th.v.d.gronde@...528...>:
On 04/17/2015 03:37 PM, Tavmjong Bah wrote:
On Fri, 2015-04-17 at 14:49 +0200, Jabier Arraiza wrote:
Hi, a question is posibol use Linear RGB in Mesh Gradients to avoid dark holes? Can be a GUI option? Maybe PDF/AI compatibility problems?
It would be nice to be able to use Linear RGB everywhere. There is a property in SVG to dictate that blending etc. should be done in the linear RGB space but it is not supported by anyone that I know of. I looked awhile back at implementing it in SVG when I implemented linear RGB support for filters but it didn't seem to be easy to do.
This is indeed a shame, but in principle it's possible to use a work-around by converting the colours used in the mesh to linearRGB manually, and then applying a filter over the output that goes back to sRGB (at least approximately, using feComponentTransfer). It's a bit dirty, and may not get the best possible image quality, but it might be good enough for some purposes at least.
8 bits is simply not enough for linear RGB compositing. IIRC, the 256 distinct linear RGB values that can be represented with 8 bits per component are converted to less than 100 distinct color values in sRGB, which results in completely unacceptable image quality and visible banding. At least 16 bits per component are needed for reasonable quality in linear RGB, and 16-bit floats (aka "half floats") are optimal.
Regards, Krzysztof