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.


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
  • $\begingroup$ I suggest you message Troy_S, he is the one that created it. $\endgroup$ – icYou520 Aug 22 '17 at 18:02
  • $\begingroup$ @icYou520 How can I reach him? $\endgroup$ – user877329 Aug 22 '17 at 18:16
  • $\begingroup$ Hi @Troy_S, here is a question that needs your help. $\endgroup$ – cgslav Aug 22 '17 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 Aug 22 '17 at 18:44
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    $\begingroup$ related: blender.stackexchange.com/questions/65948/… $\endgroup$ – user1853 Aug 23 '17 at 3:30

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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