The Rabbit Hole

Questions and discussions about scene referred, display referred, color management, pipelines, and rendering. It all begins here: http://blender.stackexchange.com/questions/46825/render-with-a-wider-dynamic-range-in-cycles-to-produce-photorealistic-looking-im
2364d ago – kim holder
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Nov 21, 2016 18:47
@aliasguru I'm sort of trying to lay a slide presentation together for something I've been plotting for a "Hitchiker's Guide to Digital Colour" PDF thing.
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Nov 19, 2016 18:47
Alpha, Alpha, a kingdom for an associated Alpha!
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Nov 7, 2016 01:06
user image
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Gez
Jun 3, 2016 22:58
So it's very important to keep in mind that during the lighting stage you're not looking for final look, you're looking for data, for correct exposure of your scene.
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Gez
May 25, 2016 17:51
Color in shaders is fed as albedo.
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Feb 26, 2017 21:21
Feb 24, 2017 08:48
If you crawl the comments on some sites you get "DON'T LISTEN IT IS ALL A LIE 32 BIT FLOAT HAS FULL DYNAMIC RANGE AND YOU SHOULD XXX YYY ZZZ1!1!!111!!!"
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Feb 19, 2017 02:38
@troy_s the biggest issue is that now you have to deal with "alternative" facts..
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Jan 3, 2017 20:09
@Matt In short "Absolutely mandatory"
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Dec 24, 2016 16:58
merry christmas to all the imagers in this room! may the lights on the tree be well above ten stops over middle grey!
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Dec 22, 2016 18:24
@gandalf3 We need a hard link to "Don't use PNG for CGI work" somewhere.
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Gez
Dec 12, 2016 00:15
if we only had proper DPX support in Blender...
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Dec 11, 2016 21:38
If you convert RGB > luminance by just averaging the channels, you get a result that doesn't look like the luminance of the color, since we don't see all colors at the same strength
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Sep 18, 2016 11:15
user image
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Jul 7, 2016 21:40
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Q: Render with a wider dynamic range in cycles to produce photorealistic looking images

cegatonTo get images that seem more photorealistic, not only a much wider Dynamic Range is needed, but also having the color information desaturate towards white as it would happen in an overexposed photograph. This all follows from an answer on this question The default sRGB output view transform ...

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Jun 27, 2016 18:27
18% is because our perceptual system is nonlinear, as I explained above, our perceptual system amplifies regions and mutes others.
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Jun 27, 2016 00:21
@GiantCowFilms you might find this interesting: mikeboers.com/blog/2013/11/07/linear-raw-conversions
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Jun 3, 2016 06:09
@gandalf3 For the record: "colour grading" is the act of creatively adjusting an image for colour and contrast. "Colour management" is the management of data values across and through a pipeline. "Colour profiling" is the gathering of data about a device to make the colours it displays or captures relevant.
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Feb 11, 2016 04:25
@cegaton Once you understand the two halves of colour (that is, "What colour are the primaries?" (aka "chromaticity") and "What is the intensity curve?" (aka transfer curve)) and the two different models ("Scene referred" and "DIsplay referred") the rest is easy as hell.
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Apr 29, 2018 23:39
Apr 29, 2018 22:55
When you change the illuminant (the spectral distribution of the incoming light) and you ram it against something in the scene (the spectral breakdown of the surface) things bounce off differently in different ratios.
Sep 3, 2017 01:10
@troy_s The real image should be "absolutely everything you will ever see about color is somewhere between misleading and wrong, unless its right. Good luck knowing the difference" Thats how I feel. I see so much miss-information, that when presented with new information, I don't even know how to process it.
Jun 28, 2017 23:27
@JordanSzubert I haven't tested this, but this is how it should look gist.github.com/sobotka/b064b0688240966de4517fd8113c510d
Dec 10, 2016 19:24
@JoniMercado Yes. I tried also to endorse a pipeline with it that can grow into other facets. If I dump all of the various complexities at once, it would be lost on too many folks of the target audience.
Dec 10, 2016 16:45
I am probably going to use ACEScg primaries, simply because they have been tested well (as have DCI-P3)
Nov 24, 2016 20:30
@aliasguru I'd call this a third level bit of thinking. You've grabbed onto scene referred values, you've interpolated that concept and applied it to white balance etc...
Nov 24, 2016 17:47
Nov 23, 2016 19:37
@cegaton I've barely got a handle on it myself. I'd prefer a strong culture over a book any day.
Nov 23, 2016 18:58
Case in point...
Nov 23, 2016 17:20
I keep saying Jason Clarke because he was the person that managed to bridge all of my colour thinking to rendering. That guy is a fountain of knowledge.
Nov 18, 2016 18:27
@troy_s www.studios-cad.fr/images/bathroom_pbr_final_web.jpg
@OldMan thanks I'll have a look. Oh and I've just think about something, have you see The Man From Earth? Does your nickname come from it?
Nov 9, 2016 15:24
Nov 9, 2016 15:24
Oct 9, 2016 22:44
@poor Is it perhaps maxime? :- maximeroz.com/hdri-free-pack
Oct 8, 2016 18:53
@poor Install as per instructions. Read the mega BSE answer for more background. Use whichever view appeals in terms of contrast.
Gez
Sep 23, 2016 14:23
My take on this is to treat the CG scene pretty much like a real world scene. You don't paint the walls to look better when your lighting is weak, you adjust lighting.
So in my opinion it's useful to start with a basic lighting rig to expose mid-gray properly then judge the overall intensity you need for producing the desired detail in the scene
Sep 18, 2016 09:47
Sep 17, 2016 16:48
Sep 14, 2016 00:50
Everyone here, can we please put an end to the madness of folks not understanding alpha and the critical differences between the two formats (and how f*cked up and broken much of Blender's handling is) and go read Porter Duff? keithp.com/~keithp/porterduff/p253-porter.pdf
Sep 11, 2016 17:31
@oblomov That is, albedo is a measurement of reflectance. A photo will have a "white" and a "black" in it. If that ends up in your texture as 100% or 0%, you will break your setup because nothing behaves like that in physical reality.
Sep 3, 2016 22:14
It is dead easy.
Sep 3, 2016 22:14
XYZ is tristimulus. It is three lights!
Sep 3, 2016 19:09
(Remember that in any given photo, the middle grey point can be arbitrarily set via exposure, shutter, and aperture. That mark needs to match the same "exposure" in your CGI. This same premise of alignment also rings true for HDRIs, and is very frequently something imagers forget about.)
Aug 28, 2016 00:08
The best way to generate speed changes is by rendering the necessary number of frames to play back at the playback speed you aim for. If you r animation is too fast and you want to slow it down use the time remapping options on the Dimensions section.
Aug 23, 2016 04:20
That said, best advice is baby steps; maybe try pushing Blender to the point it can't do what it can't do. By getting there, you will learn a ton along the way and the "Why XXX software” will make much more sense.
Jul 7, 2016 18:40
@GiantCowFilms Second, if you are using AdobeRGB lights, the colours of the lights are different (technically it is one light that is different)
Jul 7, 2016 15:43
@ngoductri this room deals mostly with cycles, color management, and related themes. For blender internal try posting on the chatroom called "the renderfarm "
Jun 21, 2016 14:55
So a value of 16 merely means you are reflecting 16x the incoming light, which depends on a variety of factors in terms of how much is output.
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