127

Update as of June 23, 2019 Plenty has changed since the original posting. I figured it was worth updating this post to highlight two excellent videos provided by two of the celebrities in the community, Gleb Alexandrov and Andrew Price. Both of the videos are top shelf quality, and well worth viewing. Mr. Price was largely responsible for kicking the ...


35

Cegaton has wisely hinted at the root of the discussion, which is that the framing and definition as to what is an accurate colour is a cause for much confusion and much misunderstanding. This is an answer that is long due in coming, and hopefully it will help elucidate some of the core concepts behind colour that might help in ascertaining a fleshed out ...


32

Given that Cegaton has dropped 500 on this, it would seem the right place to give a little more fleshing out than a typical post. What follows is a (hopefully) exhaustive and explanatory answer to the question. While it might look daunting, brevity has been sacrificed to clarity. The actual process is much simpler than it appears here, but it is hoped that ...


28

Further along the research path, when comparing the output against the expected using GIMP, the LUTs generated from displaycalGUI seem to be absolutely correct and as expected. A few quick tests later however, revealed that GIMP is stuck with Relative Colorimetric rendering no matter what setting is selected. Needless to say, this answer has been validated ...


26

ASC-CDL stands for the American Society of Cinematograpy's Color Decisions List It's designed to create a standarized protocol to share basic color correction data across different systems form different vendors. It is a protocol that can be applied to either scene referred linear or log-like encoded imagery. The following outlines scene referred as Blender’...


15

I think that the gradient is linear in its values because at equal increments of the thereshold correspond the same amount of image masking: As stated by the Blender reference manual's page about Color Management, Default option does no extra conversion.. ..besides the conversion for the display device So a converision still occurs. By switching to ...


14

Those two images you're trying to composite together have "correlated" alphas. The Alpha over operation isn't the appropriate operation for this situation. The solution is simple: you just have to add those images together, then add their alphas together and assign the resulting alpha to the result of the first addition. Here's how: Why alpha-over doesn't ...


13

I'm a little bit lost. Don't be. Just learn a little bit at a time and build up your knowledge in smaller steps. We are all learning more at every moment. I laughed at the red pill. But now, how and what must I change in my workflow to really benefit of working with scene referred data? There isn't too much to get too swamped with too soon. Start by ...


12

Edit: Note this is an ancient answer, pre-Filmic Blender. The TL; DR version is that you must always pixel manage everything. Do not turn transforms off, and appropriately tag your buffers. No matter how many times I try to read about color spaces, I always feel like I've walked into a movie 45 minutes late. Don't feel too bad as there is so much ...


11

By default, Blender is a scene referred radiometrically linear reference space model. This means that, when Cycles is selected as the renderer, values are radiometrically linear ratios that extend from zero to infinity. The subject of color, color management, scene and display referred, and other such topics is immensely vast, far too vast for a simple ...


11

Part of the issue is confusing rendered result with displayed result. Blender is drawing the image in the uv/image editor using the exact image values. When drawing to screen an RGB value of 0.0 is black and RGB of 1.0 is white, anything over 1.0 is cropped to be 1.0 so looks the same. To test this render your test scene and click on the white sections, the ...


10

Blender saves to different formats using different techniques and curving according to some file based assumptions. TIFFs do not save "raw" by default, nor does the term "raw" have any real meaning here. Some examples file formats may have on output include: Saving to a JPEG or TIFF at 8 bits per channel will apply a nonlinear sRGB curve to the data, and ...


10

In this case you have a predefined range 10 ... 90 degrees, it's simple to remap those to a 0....1. Using a Cycles material You could give each object a Value Node and key-frame its values within a range 0 ... 1, then convert them via a ColorRamp node to your Jet colormap (here quickly defined by hand). Octave Gradients (add-on) I wrote a little add-on ...


10

You can't bake directly with Filmic but you can composite the texture baked. Baking with Filmic Warning: before baking check if: GPU baking is enabled check if the normals are correct, to bake an interior scene the faces need to be oriented inward for your materials use the Diffuse and Emissive shaders only, the materials should not have reflections. ...


9

Sadly, there isn't enough information in your post to provide you with a conclusive answer. However, the following should help to illuminate some of your issues. Background When you are rendering to a codec, the codec shifts the color encoding scheme from RGB to another format typically. In most instances this is a YCbCr schema, which provides one channel ...


9

The color wheel has three options. By default RGB, HSV and Hex(adecimal). The first option, RGB, uses linear color, but the second and the third are color managed. By default they uses the sRGB color space in you display device. This question has been noticed by many blender users. You can see further details in this blender development task. If you want ...


9

The False Color view transform is defined in the filmic_false_color.spi3d and referenced by the OCIO configuration in config.ocio. In order to add custom 3D lookup tables as new view transforms, they have to be stored in the .spi3d format and the config.ocio has to be modified to references these new files. Update 2020-02-17: The re-write of the tool is ...


8

but when it comes to artistic composition and you want to use the benefits of using both troy_s's Settings and the default film emulation I am going to guess that you mean the existing looks. I would advise against them, simply because they are not reliably actually delivering film emulation. That is, the data they were sourced from was actual data, however ...


8

CMYK and RGB are relative colour spaces, and as a result, individual values mean nothing. In RGB's case, it means the intensity of three lights, a white point colour, and a transfer function which are not specified by the values alone[1]. In CMYK's case, it means four (or more) arbitrary ink colours as well as paper stock and illuminant. Taken in isolation ...


8

Prerequisite I think the right word here is color profils not color models. A color profil defines 3 things: The white point (what is white) The primaries (e.g. : R,G,B...) The transfer function (the contrast curve applied e.g. gamma, Log...) You may think why defining white? White is white no? In fact there is no absolute white. Think to a paper sheet, ...


7

Weight Painting, Texture Painting and Vertex Painting are all completely different. Weight painting directly modifies vertex groups, which can be used to designate areas of an object (such as where you want hair to grow). Vertex painting allows you to color the individual vertices. This technically could work, however if you have a low-poly model it's ...


7

Easiest to explain it with an example. Let's take fully saturated blue. At power 1.0, that is RGB 0.0, 0,0, 1.0. Let's boost power up to 2.0. We now have 0.0, 0.0, 2.0. This can't be display on our monitor, so it clips to 0.0, 0.0, 1.0. Essentially negating the power increase. We have the same blue we started with. Now let's try 85% saturation, but still at ...


7

I'm quoting here " Clamps are dangerous creatures." @troy_s The problem was that I had value in the clamp direct and indirect under Render>Sampling, so what happened is that Cycles was clamping all values above 1, while I was trying to get the sun brighter with no luck!! Lesson learned the hard way. But wait, this is only part of the issue, this solved the ...


7

Watch your albedos. It doesn't matter if you use pure primaries or highly saturated colours; Filmic will desaturate as things get too intense. High albedo will race those values through the roof quickly, leading to desaturation. As Cegaton wisely said, the old adages are pure rubbish based on a lack of understanding regarding view transforms; feel free to ...


7

Black and white, or more appropriately greyscale, is based on the luminance weights of the primary lights for a given reference. That is, not physical energy, but visual energy. If one were to project equal energy sRGB values from a screen, despite being equal physical energy, the visual energy would appear as though the sRGB green channel was most luminous, ...


Only top voted, non community-wiki answers of a minimum length are eligible