enter image description here

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...


Obviously, X & Y are the coordinates you clicked on, and then R, G, and B are the RGB values for that pixel (for an 8 bit-per-pixel image, the value is converted from the 0-255 range to 0-1 range. However, the values can be much larger than that for other image types, such as .hdr or .exr. In fact they can be infinitely large). 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

The RGB on the left are "scene-referred" values, meaning they are the actual values in the scene. The ones to the right of the "CM" indicator are "display-referred" values, meaning they are adjusted to show on a monitor based on your CM settings.

These are my scene settings, for example. If you change them you'll see the "CM" numbers will be different.

enter image description here

If you're not familiar with color management, I suggest watching this video: https://www.blenderguru.com/tutorials/secret-ingredient-photorealism

  • $\begingroup$ I'm afraid this only answers a very small portion of my question. Could you please edit to elaborate? $\endgroup$ – Legoman Nov 25 '18 at 2:00
  • $\begingroup$ added more detail; let me know if that helps or if you need more info on any of it! $\endgroup$ – Dale Cieslak Nov 25 '18 at 2:55
  • $\begingroup$ R, G and B are the scene referred pixel values. Scene referred values have no maximum, and are not some sort of representation of a 0-255 range. They can be infinitely high. The CM values are the resulting values after Look and View Transform, both found in the Color Management section, are applied. The CM values have to be within a 0-1 range, and are sent like this to your monitor. $\endgroup$ – aliasguru Nov 25 '18 at 5:08
  • $\begingroup$ ah yes, you are correct. I wasn't thinking of images like .hdr or .exr that can have a large range of values. I'll edit my answer. $\endgroup$ – Dale Cieslak Nov 25 '18 at 5:57
  • $\begingroup$ Better, but please note that there are no conversions of 0 - 255 range happening anywhere. That terminology comes from Applications like Photoshop, which made that choice rather from a UI perspective, not from the data which was meant to be represented. In Blender we are dealing with a rendering context. Rendering is theoretically unlimited in terms of R,G,B values it can produce (practically limited by hardware). I'm pointing this out because your answer refers to .hdr and .exr imagery, but does not mention the content of a renderlayer before it is saved to an image at all. $\endgroup$ – aliasguru Nov 25 '18 at 6:52

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