What's with the Value slider in the HSV tab of the default Color Picker?

Any other graphic application I’ve worked with (pretty much GIMP, Inkscape, and LibreOffice these days, but still) if in the HSV settings you ask for H 0.0 S 0.0 V half-of-the-scale you’ll get a spot-on medium gray, slider right in the middle, Hex 808080. The default Color Picker in Blender’s Shader Editor says that H 0.0 S 0.0 V half-of-the-scale is a much lighter gray, higher on the slider, Hex BCBCBC.

I’ve checked 3.0, 3.1 beta, and 3.2 alpha (latest of each), they’re all doing the same thing, and IIRC have been for a while. Is this intended behavior? If so, why?

Sorry if this has been asked before, I figured it had to have been, but I can’t find the post.

Checking the manual shows closer to the expected behavior in the HSL option for the Color Picker, but that’s not what’s happening in use:

screenshot.2022-02-08 14.29.04

Above is a screenshot from the manual, below is from 3.0:

screenshot.2022-02-08 14.27.09

I suspect it’s simply color managed

screenshot.2022-02-08 15.13.44

Display Device: sRGB, View Transform: Standard, and why is color management being applied in the Color Picker?!? Is there any way to keep that from happening? Preferably without messing up Viewport Display?

Edited to add: also from the manual’s Color Picker page

So even if the Hex is being messed with, the Value / Lightness should be pre-management accurate. Looks like they’re not, to me anyway. This really doesn’t seem like intended behavior, but I want to verify before making a bug report.

Ah, good catch, I played with the lightness slider and it looks to me like it’s being squared.

Thanks! :nerd_face:

Which, in this context, means what? :flushed:

What I mean is that the lightness value does not linearly map to the slider on the right-hand-side of the color wheel. 0.1 is about one third of the way up already. That’s weird, I never noticed this. To me it looks like the relation between the slider position and the actual lightness value is x². Maybe it’s something different, but it’s definitely not linear. @Harley would you be able to tell us what is happening here?

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So this is definitely a bug? You wanna put in the bug report or should I? (If it’s gonna be me I could use some help describing this issue more coherently.)

I don’t know. I pinged Harley, let’s see if he has a better idea before filing a report. I’m not entirely sure he would know that exactly but he knows his way around the interface code, so…

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Just FYI: So far as I can tell it started in 2.92.0 – It’s not happening in 2.91.0 or any that I checked before that (Reloaded Factory Defaults each time, so Color Management was on its initial settings).

And I’ve searched the Bug Tracker, all I’ve found re the Color Picker seems to be about its results in the 3D Viewport, not how it looks in the Shader Editor window.

You can file a bug if you don’t get an answer here, if it turns out not to be one at least you’ll know why. Make sure you fill in all the info you wrote here as well

If we don’t hear from @Harley in the next few hours it’ll be a day since you pinged 'em, here’s what I’ve got for the report (any suggestions?):

Windows 10 Home 1909, HP laptop
AMD Radeon R5 Graphics (latest driver)

Broken: 2.92.0 on forward thru last night’s beta and alpha.
Worked: 2.91.0 and prior (checked intermittently back thru 2.83.0, Reloaded Factory Defaults each time)

In the Shader Editor the default Color Picker says that H 0.00 S 0.00 V 0.50 (half of the scale) is a significantly lighter gray than it should be (according to the Color Picker page in the latest manual), much higher on the value slider than the midpoint.

To reproduce select the Default Cube, go into the Shader Editor, and pull up the Color Picker in any node that’ll access it (the Principled BSDF node, for example). In the HSV tab’s Value field type 0.50 and enter, observe the Value slider on the right of the Color Picker.

Please see the topic at Blender Artists for screenshots and more detail: (topic link here)

Sorry for the delay.

I’ve never looked at the Color Picker specifically and I have very little knowledge of color management so I don’t really have anything useful to say here. I could take a look but I doubt I could recognize what is wrong. I remember when we got changes so that when viewing “Hex” it is gamma-corrected (I think), so might explain why the 50% V isn’t 808080 when viewing the Hex. Always seemed a bit weird we did that for Hex only and could be the root of why this is so weird.

But it’s also happening solely in the HSV tab, aside from Hex – even if Hex in the Color Picker should be Gamma Corrected (which I’m not conceding), according to both the Picker itself and its manual page (quoted above) the HSV tab shouldn’t be.

Regardless, your input is much appreciated! :+1: I’ll go ahead with the bug report (sans any reference to the Hex value to avoid muddling the issue).

Okay, bug report T95657 is in. :scream: Thanks for all the help!

It’s intended behavior, they’ll fix the manual to match.

screenshot.2022-02-09 17.28.01

Well, that’s appallingly confusing. It now seems that if you bring in industry-standard color values from other applications (to coordinate Blender material settings with texture maps made in GIMP or Inkscape, for example) the data will be specifically wrong in Blender, wrong in what direction depending on which data format you’re using. Or am I misunderstanding?

From what was posted it sounds like this was needed to fix (or improve) other issues, so it’s doubtful it’ll go back to the way it was. But it seems to me (even though I’m fast getting leery of what this seems to me) that I should be able to set up a spreadsheet where I can put in RGB numbers, HSV numbers, HSL numbers, or Hex values into cells and, with the appropriate formulas, get translated-for-Blender’s Color Picker numbers. I just need to grasp “scene linear color space”, “color picking color space”, and “sRGB color space” well enough to set up the formulas. Oh, my aching head!

@Hadriscus , you said above “To me it looks like the relation between the slider position and the actual lightness value is x². Maybe it’s something different, but it’s definitely not linear.” But the description says that’s now a “scene linear color space” (emphasises mine.) Any ideas?

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@Harley thanks for the ideas, turns out it’s more related to color management than it is to interface code, as I initially figured.
Well, I can’t help any further, I can see it is annoying having this disparity between programs but my understanding of color management is not strong enough to give you a satisfactory answer.

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Appreciate you getting this far, means a lot. :smiling_face_with_tear:

Bit of necro for something tangentially on-topic:

Please note that although the add-on is free, it was written with ChatGPT assistance, so if you’re avoiding AI stuff this might not be for you.

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