The slight deviation in color is caused by dithering. If you want to save accurate values for non-color data, then you have to:
Set Dither to zero in Output Properties > Post Processing
Use one of the following options: Set the View Transform to Raw, disable Save As Render in the file browser or save as OpenEXR to by pass the color management. The latter ...
The False Color view transform is defined in the filmic_false_color.spi3d and referenced by the OCIO configuration in config.ocio. In order to add custom 3D lookup tables as new view transforms, they have to be stored in the .spi3d format and the config.ocio has to be modified to references these new files.
Update 2020-02-17: The re-write of the tool is ...
You can use drivers on the Pos value.
All you need is a driving value.
Let's make the drivers from the group input. First enter the group node, select the Group Input node. In the sidebar (open with N). In the Node tab, you can add Inputs, name them and set their default/minimum/maximum values. I added two new inputs:
Get out of the node, right click one ...
The value is linear:
Human vision is not linear. Preceived value of a diffuse surface reflecting 50% of light looks brighter than middle grey to us. Humans preceive around 21% or 18% reflected light as middle grey depending on who you ask. The Value in HSV is based on preception.
If you used Gamma node with 2.2 after the gradient it would output ...
That's a beautiful node setting. I will try to explain some problem first:
You shouldn't use emission shader for your output, if the output is Color and you want that color directly show on your screen, please directly connect the Color socket to Output Surface socket. This post elaborated more detail of color output setting
What you mean too fast? Human ...
(This is assuming that the blue is not from an assigned Material Base Color).
If your image is showing your model in edit mode then you can change the default face color in Preferences:
Edit > Preferences > Themes > 3D View > Face > play with color and Alpha values.
Edited to add:
Ok if its not modified in Preferences ......... in the 3D Viewport open ...
PNGs can't handle pixels that are emissive and transparent at the same time because PNG does not support associated alpha transparency.
You are on the right track using EXR, what you need to understand is that EXRs are exported as linear information (meaning no "gamma curves" are applied to make them display nicely on a monitor). The ...
Best way would be to create a texture, sculpting it is not the way to go in my opinion. I've actually done similar things in C4D. We would shoot real paint on camera on a white background, get rid of the background in photoshop and just assign it to a plane. Then you can do whatever you want with the plane, twist it and move it around. It's the easiest way ...
To pick out similar colors in a spectrum, there has to be a notion of a distance between colors, which more or less makes sense to the eye. One (perhaps naive) way to do it would be just to take the 3D distance between colors in whichever space you are using for comparison. If that's RGB, that would be sqrt(dR*dR + dG*dG + dB*dB). You could put this in a ...
Or you can use Gradient Texture with an empty to control the center.
Use Texture Coordinate > Object
Put an empty where you want the center, and use it as target for Texture Coordinate
Use Gradient Texture > Spherical and Color Ramp
That can be done using the geometry input node and doing that you'll have to tune the Z value depending on the object geometry:
The node math is done this way, as in this example Z is going from -1 to +1. So dividing by 2 obtains something between -0.5 and +0.5 and add 0.5 obtains something between 0 and 1 which is what we want for the colorramp.
You can ...
You need to slightly offset the road along the Z axis. This is what is called "Z-fighting" where the renderer does not know which material to render because the faces are overlapping, so they are randomly rendered on top of another.
It will look live paint if you are using Eevee. You need to use Cycles. Here is the material that should work(Glass BSDF). Adjust the color to your needs. Also, try adjusting roughness(Lower roughness makes it clearer).
You can make your own transmissive water material and tweak settings,
But i prefer to install an free addon which is included in blender, it's called cycles material library or something like that.
There are many water materials available in it.
You can find whatever that suits your needs.
You would not need to change anything if you are using cycles but ...
My bad, your cube is actually opaque, which was hard to guess from the pictures, I don't know if it's feasible with the Light Path node (?) so, as Thedigitalzorn said, the solution is probably to use the Compositor.
Another simple trick would be to launch a render of the arrow only, in the Properties panel > Render > Film, enable Transparent to make ...
PNG is a terrible format. You should forget it even exists.
Blender does only what the operator instructs it to do. If the setting are to output on a certain color space, then that is the color space it will use. If the original source is in a different color space blender has no way to guess what that might be.
Any image displayed in the wrong color ...
Achieving this with material nodes
I thought Generated and Object texture spaces differ and that can be used for this. Thanks to Robin Betts for figuring out the correct math.
Object's texture space goes from 0 to one in every direction on every axis from the origin of the object to the end of its bounding box in that axis, however Generated texture space ...
Did you just set for Viewport Render Color in your mesh?
That is not how EEVEE and cycles retrieve color. They have nothing to do with final render in both render engine. It just change your viewport color which is faster and simple for easy render task. Instead of that one, you should assign a material to your mesh, and change the color of that shader (...
You could use a Gradient and a ColorRamp node to change the color along the curve. That said, I don't know how you can make the gradient follow the curve, someone may have an answer, here I kept the gradient horizontal.
And of course, you could convert your curve to mesh, in that case use a b&w mask as a factor in a Mix shader to go from a color to ...
There are mainly four steps you should take, when following your approach with emissive materials in Eevee:
In the Color Management panel, set the View Transform to Raw (if you're not saving as OpenEXR)
Use the RGB slider to set the color values or be aware of gamma correction
Be aware of floating point inaccuracies or use OpenEXR as file format with Float(...
You could use the supplied Gradient node, mapped appropriately..
Here, just using the Generated texture space on a plain mesh circle.. (it could be a sphere, if you want it to be) The Mapping node rotates the gradient to the right orientation, the Color Ramp converts the input 0-1 value to a range of colors.
(With a bit of Glare added in the compositor to ...
TL;DR The values for HSV are correct. The reason for the deviation is that HSV values have been gamma corrected unlike the RGB values which are scene linear.
In Blender, the Hex and HSV/HSL values are automatically gamma
corrected however, for the RGB values, they are in Scene Linear color
space, and are therefore not gamma corrected. For more ...
Linear is correct, but only for RGB, not for HSV.
Option "Linear" does not exists for HSV. - When you switch color space from RGB to HSV, "Linear" automatically switches to "Near"
Thanks to both for good answers.