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I made a glass object and gave it a desired color, but now I want to animate its hue at the end of the animation (like and outro). So I used the "Combine HSV" node and used the exact same values to remake the color.

enter image description here

But here you can see when the color is remade in the HSV node using the same values, the HSV node is giving out a different color. (object preview on the left)

enter image description here

I have already decided on the first color and don't want to change it. Why is this difference happening and how do I solve it.

Thankyou.

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  • $\begingroup$ I am sorry this doesnt seem to solve the problem. I also dont understand how do I plug the value node to the inputs of the HSV node. That will just make it a bright red color. $\endgroup$
    – Bits168
    Commented Aug 20, 2020 at 5:56

1 Answer 1

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Try adding a gamma node with 2.2 in between combine and bsdf nodes. I tried it and it seems to work.

The one on the right uses the other glass bsdf The one on the right uses the other glass bsdf

I’d assume the RGB color picker is gamma corrected (to preserve the linear workflow), whereas the Combine HSV node as a - let’s say - more mathematical approach to color is not. Add a Gamma node with a value of 1/2.2 between the RGB node and the Emission shader and you will get the same values as with the Combine HSV node.

Source: https://blenderartists.org/t/different-outputs-of-rgb-and-combine-hsv/675268

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  • $\begingroup$ Maybe this should be brought to devs just to make sure it's intended and not a bug. And if intended, maybe there could be some detailed information on the official manual. $\endgroup$
    – Lauloque
    Commented Aug 20, 2020 at 6:49
  • $\begingroup$ This did help getting the same color, thankyou for that. I also wanted to know what if I wanted the hue value to go round the color wheel and loop back to the same color in an animation. Usually I only go from 0.000 to 1.000 and it makes a color loop. But now that we are at 0.066 how do I make it loop? (Not really important but maybe there is a solution) $\endgroup$
    – Bits168
    Commented Aug 20, 2020 at 6:58
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    $\begingroup$ @Bits168 One way to go about it would be to use a modulus operator with a modulus value of 1. Then only the fraction part of given value will be taken into account (like this i.imgur.com/OkWXue2.png. Here the cube on the right has a hue value of 0.066, while the one on the left has 100.066. Should work with any value). Perhaps there is a way to do it with animation curves, but I'm not too familiar with animation. $\endgroup$
    – uvnoob
    Commented Aug 20, 2020 at 7:11
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    $\begingroup$ @L0Lock It IS rather unintuitive. Although the issue appears to have been brought to their attention some time ago: developer.blender.org/T52772 $\endgroup$
    – uvnoob
    Commented Aug 20, 2020 at 7:16
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    $\begingroup$ Thanks for the link. « Maybe @Brecht Van Lommel (brecht) would love to revisit this at some rainy day tho » made me laugh 😂 $\endgroup$
    – Lauloque
    Commented Aug 21, 2020 at 12:54

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