The display color is not what I expected

I’m trying to find out if this is a common issue; or, one specific to my system. I am not in the true since Rendering; but rather, putting parts on an individual layer, and then assigning a color. So, I pick a color in the normal manner for a layer. The problem I am seeing is the little square of color I pick and like, is not what is displayed on the object. It’s not that red appears blue. It’s more of a shading issue. Everything comes out darker. I have my normal background set to a light gray. Could that be the problem?

Could you upload a small file that shows this problem?

Thanks for the replay. You got me to thinking of what the problem might be. It’s a shadow/angle of view issue. In an effort to display an solid object—Rhino gives it a little of a shadow/lighting. When it does that—all things become darker than they actually are. Only a 100% 90 degrees view of the object will have the true color selected. I would assume this is an issue that cannot be solved. I have tried to see what happens in the real world of vision. If you take any object and walk around it—the there are shadows created; however, the color of the object doesn’t change in color—which is not what happens in Rhino–(( or perhaps ))-- the monitor. It tends to stack points of color on top of each other—and reduce the space between the points of color----hence—making the object appear darker.

Are you using a specific render engine, or a view port mode? Some screenshots and a sample file to show what you mean would make it easier to understand what you’re trying to explain.

/Nathan

https://sea3.discourse-cdn.com/mcneel/user_avatar/discourse.mcneel.com/nathanletwory/45/9480_1.png

https://discourse.mcneel.com/users/nathanletwory nathanletwory McNeel
January 14

Are you using a specific render engine, or a view port mode? Some screenshots and a sample file to show what you mean would make it easier to understand what you’re trying to explain.

/Nathan

The Shaded view mode applies only a very simple shading algorithm with some default OpenGL lighting. This will be far from correct, it is used only to give a quick overview of colors (if you have Shaded set up to use render material, that is). The Shaded mode also has view dependent lighting meaning that the way an object is lit changes as you rotate and pan the view. If you’re looking for correct(er) lighting and shading you shouldn’t use the Shaded mode.