03:23
@georges Just read your answer. I should be clear, when using False Colour, the goal is not to necessarily always bring all values into the display referred transform, but rather bring the reasonable values you expect into the view.
@Georges As with things like hot kicks and reflections, parts of those might be entirely legitimate to blow out past peak, if for example they are fresnel or kicking hot sources such as the sun or even a bright lamp.
@Georges Also, when evaluating how strong to make an HDRI there is no reliable value any more than there is some unanimous decision to expose, shutter, and ISO a photo; it depends on the damn HDRI content, how it was made, the ranges it covers, and the alignment with your scene.
By suggesting a value you are misleading people. The strength of an HDRI is absolutely arbitrary in relation to your scene and how the HDRI is encoded.
If you think in terms of grey cards, your object would be exposed as per your creative intent. Somewhere in that exposure, might be a middle grey value that ends up around 50% display referred (possibly not too!)
But that value is arbitrary with regards to where it lands. That is, it is up to your creative choice.
Wherever that value is, now you have to figure out where in the HDRI's intensity scale would your scene be anchored
It is exactly like thinking about taking not one, but two photos and setting exposure for each. It is that arbitrary.
"How would I like the exposure on this horse? OK... Where about in the HDRI's dynamic range would I expect that exposure to land?"
This is why using HDRIs drives me absolutely batty because frankly, they are another complex facet that everyone thinks is some magic use and done sort of a thing, when nothing could be further from the truth.
If you want to really appreciate the nuance of this, take two photos with a camera you can control. Under identical lighting, take one photo at base exposure. Now take another that has a different shutter speed, a different ISO, and a different aperture that yields a different and random F-stop differential.
5 hours later…
1 hour later…
10:03
So, some little things that I learned, it seems transforms are applied from bottom to top. It's the opposite of the examples which are put on the OCIO documentation. If you some illegal entry block at line xxx, you must have some tabulations at the beginning the lines indicated
My editor si putting them by default, but it's often possible to change this behavior so that a tab is 4 spaces.
If you want to apply the ASC-CDL node which you have put in an xml as specified in the documentation, to make it work under the -10-+6.5 view
you have to revert the -10-+6.5 transform before applying the ASC-CDL node, then reshape to -10+6.5 and lastly apply the 3dLut film desat.
<ColorCorrection id="tynaud"> <SOPNode> <Slope>0.4 0.4 0.4</Slope> <Offset>0 0 0</Offset> <Power>2.2 2.2 2.2</Power> </SOPNode> <SATNode> <Saturation>1</Saturation> </SATNode> </ColorCorrection>
- !<Look> name: custom ASC-CDL transform with desat process_space: aces_lmt transform: !<GroupTransform> children: - !<FileTransform> {src: bassam-65-filmdesat.spi3d, interpolation: best} - !<FileTransform> {src: LMT_Shaper_to_linear.spi1d, interpolation: linear, direction: forward} - !<FileTransform> {src: mygrade.cc} - !<FileTransform> {src: LMT_Shaper_to_linear.spi1d, interpolation: linear, direction: inverse}
10:50
But I really don't remember me suggesting that there's a magical number for all HDRIs in the world!!
Experimenting with many for days, I just found as a generic thing, that kicking the strength high during render, then bringing it down using slope, provided more grades in the image
@troy_s anyways I will re-check it and enhance it, if you have the time, please do edit it, or post an answer :)
I'm not really trying to create an artwork, I'm trying to enhance my comprehension and skills in color management
Just like with compositing an image, there are countless rules and ratios, rule of thirds, golden ratio... but they are more of guidelines
2 hours later…
@Georges You aren't listening. When it comes to an HDRI, you have to understand it is a ratio series, arbitrary. So it isn't about lighting a scene, it is about where ratios end up relative to your scene, as I explained.
So no, it isn't a creative act, and you aren't lighting the damn scene, but rather using canned lighting.
15:20
When an imager builds up on solid foundation, they are much more willing to use techniques because they are in control.
Feeling out of control is not going to help someone. So hammering the foundational knowledge is critical. Really processing what is happening is key.
Yes I agree, BUT, these should happen gradually, no one becomes an expert overnight, we learn from our mistakes, and we need to find a way to implement this in real application, I agree that the most important thing is the theory itself, but the application is not irrelevant
And there's the technical part, where we are used already to use hacks to get the effect we need, we are used to it, it's saved in our start up files :)
it is biased, it doesn't calculate things as cameras or our eyes would, we don't have a checkbox for reflective and refractive caustics in our eyes
When I'm rendering a test, I have to keep all these in mind, besides the new knowledge, learn how to get rid of them one by one, in order to see how that affects my results, testing isn't bad at all, this is how I learned almost everything I know
2 hours later…
@oblomov @troy_s can you revise the Color Code Values? github.com/sobotka/bassam-test @oblomov spotted an issue here.
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