# UV render pass non-linearity

I am writing a piece of software that needs pre-rendered UV maps for on the fly texture mapping. I tried rendering these maps in blender, but the color values in the resulting image do not change in a linear fashion.

If you open this image in an image editing program and drag the eyedropper tool horizontally or vertically across the square you will notice that the color values change very rapidly at first then the change slows down.

This results in distorted texture mapping when using a basic shader like this.

gl_FragColor = texture2D(u_source, vec2(uvmap.x, uvmap.y));


Is there a way to render a UV map with linear color value change in blender?

• – cegaton Nov 14 '15 at 9:13