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I want to implement something like "Filmic Blender" in GLSL. Thus I need the LUT and/or transfer functions in human readable format. Where can I find this.

Update:

I have found that there are two sets of LUT:s. RGB to RGB mapping (I will use desat65cube.spi3d), and a 1d mapping for controlling contrast. New questions:

  1. How are input values (those that comes from the lighting algorithm) mapped to the range [0, 64]
  2. When is the contrast control applied
  3. How does the exposure control work
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  • $\begingroup$ I suggest you message Troy_S, he is the one that created it. $\endgroup$
    – icYou520
    Commented Aug 22, 2017 at 18:02
  • $\begingroup$ @icYou520 How can I reach him? $\endgroup$
    – user877329
    Commented Aug 22, 2017 at 18:16
  • $\begingroup$ Hi @Troy_S, here is a question that needs your help. $\endgroup$
    – cgslav
    Commented Aug 22, 2017 at 18:43
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    $\begingroup$ That will do it, also you have sources for Filmic on Troys Github: github.com/sobotka/filmic-blender $\endgroup$
    – cgslav
    Commented Aug 22, 2017 at 18:44
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    $\begingroup$ related: blender.stackexchange.com/questions/65948/… $\endgroup$
    – user1853
    Commented Aug 23, 2017 at 3:30

1 Answer 1

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This question now has an answer on GitHub. To conclude, the algorithm (in pseudocode) is basically

x <- log2(shader_output)
x <- desaturate( x )
return aesthetic_curve( x )
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