3 ms·
The page header mentions "filmic tonemapping", I'd love to hear what that entailed in this case - is it a post-render 3D LUT as some games now do? I couldn't s
by lcrs 13y ago
The page header mentions "filmic tonemapping", I'd love to hear what that entailed in this case - is it a post-render 3D LUT as some games now do? I couldn't see anything from reading the source... I'm really interested in how we perceive quality of colour in CG renders, and how CG in movies which goes through a print film LUT is helped or harmed by the process.
- bd 13y agoI do tonemapping in a final compositing step of deferred rendering. Here are formulas: http://filmicgames.com/archives/75 http://filmicgames.com/archives/75 John Hable did a great job proselytizing virtues of linear space lighting and proper tonemapping. http://filmicgames.com/archives/category/tonemapping http://filmicgames.com/archives/category/tonemapping http://filmicgames.com/archives/category/gamma http://filmicgames.com/archives/category/gamma There have been also SIGGRAPH course if you want to delve-in deeper: http://renderwonk.com/publications/s2010-color-course/ http://renderwonk.com/publications/s2010-color-course/
- lcrs 13y agoThose SIGGRAPH talks, OCIO and Jeremy Selan's http://cinematiccolor.com http://cinematiccolor.com have been a touchstone a while :) Thank you so much for the filmicgames link, that's exactly what I was curious about. In return maybe I can offer the Academy's linear-to-display reference rendering transform, which is intended to replace the myriad of tonemapping LUTs currently used for film: https://github.com/ampas/aces-dev/blob/master/transforms/ctl/rrt/rrt.ctl https://github.com/ampas/aces-dev/blob/master/transforms/ctl...