Dade wrote: ↑Sun Aug 15, 2021 11:14 am
TAO wrote: ↑Fri Aug 13, 2021 4:01 pm
am I getting it correctly?
I think we need first to understand how Blender color management works: people will expect the LuxCore support will be similar/coherent with Blender default one.
This is the Blender color management documentation page:
https://docs.blender.org/manual/en/late ... ement.html
By looking at Blender code (always more clear than documentation), the color management work already out of the box with LuxCore. It is something done after the rendering so we should have plain nothing to do for the "outputs": just provide the rendering in linear FP32 color space.
However we need to handle the "inputs" correctly and coherently with Blender color management settings.
As I can see, Blender manages color space really straight and forward, all color space will be the same for all input and output options as selected options in the color management menu and they are a small list of support options.
If we look at this as a reference it just needs to be translated to Luxcore settings and that's all we need to do. because all input and other options will be relevant to the global settings. if that is the correct way of how to do it I can get start the coding.
if we want more options and freedom then we need nodes in maps and other options we mention in a few posts earlier.
I dig a little bit about how the other rendered in other software workaround color management and I found Arnold and Corona used The Academy Color Encoding System (ACES) and implemented in just one single global option for all input, output, etc.
https://docs.arnoldrenderer.com/display ... S+Workflow
Good article to read that has more details in the Color Management article compare to blender documentation.
How Maya manages OCIO/ACES.
Global settings in 4 sections, config file, input, transform, output
I think if i add one section in the image pipeline and put all OCIO settings on it i will be exactly what we need.
of course if the OCIO color management is selected and enabled the blender color management needs to be set as raw as it is in LUT at the moment.
in material editor one option for select color space.
for colors
for textures
it can work in the blender with a simple color space node.