ACES tip

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Egert_Kanep
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ACES tip

Post by Egert_Kanep » Sat Sep 07, 2019 8:25 pm

So I started to wonder how to use aces with blender and found this article

https://acescentral.com/t/aces-set-up-f ... -ocio/2106

There is easy guide for the setup and I believe renders really benefit from using aces. As it is the standard and behaves really well in post editing. Good for vfx 😊.

And a quick test with one of the available demo scenes
Attachments
filmic_vs_aces.jpg
Left blender filmic, right aces with srgb view transform

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Dez!
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Re: ACES tip

Post by Dez! » Sun Sep 08, 2019 12:05 am

Большое спасибо за статью!
Это магия!
POP! OS | Ryzen 5, 32Gb, SSD M2, GT 590 | BenQ 27 | Wacom One | Microsoft Ergo | Tie Guan Yin tea
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lacilaci
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Re: ACES tip

Post by lacilaci » Sun Sep 08, 2019 10:05 am

Great color contrast out of the box, and blender adopts aces as default the moment there is a system variable for it, I like this...

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lacilaci
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Re: ACES tip

Post by lacilaci » Sun Sep 08, 2019 12:04 pm

how do you deal with texture loading though. It seems to default to aces cct, but in lookdev mode textures look pretty burned.

marcatore
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Re: ACES tip

Post by marcatore » Mon Sep 09, 2019 6:47 am

I think this is the main issue:

from the tutorial page "ACES is not complicated to work with, but you need to keep track of the color spaces of each image source, the working space of the program and the viewing pipeline."

If you haven't got the right textures or color inputs , you fall into more workload to convert input into this colorspace and when you have hundred of inputs you are done.
Otherwise, if there is an automatic system to manage this, it's a great way to find the right colorr output.

Anyway, thank you for this share

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lacilaci
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Re: ACES tip

Post by lacilaci » Mon Sep 09, 2019 7:46 am

marcatore wrote:
Mon Sep 09, 2019 6:47 am
I think this is the main issue:

from the tutorial page "ACES is not complicated to work with, but you need to keep track of the color spaces of each image source, the working space of the program and the viewing pipeline."

If you haven't got the right textures or color inputs , you fall into more workload to convert input into this colorspace and when you have hundred of inputs you are done.
Otherwise, if there is an automatic system to manage this, it's a great way to find the right colorr output.

Anyway, thank you for this share
Yeah, if all image textures would default to acescg instead of aces cct (acescg seems to look correct) then it probably wouldn't be an issue, but I think that's on blender and there seem to be a bit of dispute of some sorts about how the whole "colour science" should work.

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Egert_Kanep
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Re: ACES tip

Post by Egert_Kanep » Mon Sep 09, 2019 9:17 am

Usually for textures, if they have not been made for acescg colorpsace, you should use utility srgb/input generic srgb texture or utility linear srgb. Most textures you download from web are srgb images, but technical textures like roughness and bump, normal etc should be treated as linear images.

So for color - srgb either utility or input
For technical textures - utility linear srgb.

This only applies if you have not made textures in acescg colorspace.

Also keep in mind that srgb images look a bit darker in aces colorspace, that is normal.

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Egert_Kanep
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Re: ACES tip

Post by Egert_Kanep » Mon Sep 09, 2019 9:27 am

Altough now that I try basic color texture in Lux I see that we don't really have options for choosing colorspace. And for some reason I need to have gamma 1 to get somewhat similar result to Input srgb texture, but not a complete match.

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Mango3
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Re: ACES tip

Post by Mango3 » Mon Sep 09, 2019 11:02 am

It is not that simple.

To define a color space you need 3 parameter: primaries, white point and transfer function.
ACEScg uses a different set of RGB primaries (AP1) than sRGB! So to use it correctly the render engine has to internally support rendering with said AP1 primaries and additionally all (non ACEScg) textures need to be converted to the ACEScg color space.

Preprocessing textures is usually done to build mipmaps, optimize opaque, monochrome textures, and to convert the textures from the color space they are encoded in, into the rendering/working space. This moves (expensive) color transformations out of the shading stage.

Usually the default working space is scene-linear with sRGB/Rec.709 RGB primaries and D65 white point (though I'm not sure about that for LuxCore)

Some render engines, RenderMan for instance, do automatic texture conversion (to tiled, linearized textures, though not color space conversion) on first run.

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Egert_Kanep
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Re: ACES tip

Post by Egert_Kanep » Mon Sep 09, 2019 12:37 pm

this guy has some info about this topic
https://www.toodee.de/?page_id=1720

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