- Amsterdam, Netherlands
- https://cessen.com
-
Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.
Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).
- Joined on
2003-03-21
@nathanvegdahl For the clarity, is it the shoulder in the guard rail which is a stopper here?
Correct. AgX itself is great, and is ready to land from my side.
But I'm not comfortable…
Oh, interesting. In my own color tools I call those "open domain clip" and "closed…
Based on what you said in the other comment, I think these transforms and their LUT files could be named something like "Luminance Preserving Gamut Clip". Feel free to come up with something better than that, but the current name did not suggest what it actually does to me.
If other people think it's useful to keep, then I'm fine with it. Just seems like a gamma adjustment is more of a post processing thing. But I don't feel strongly about it, and the list of looks…
Got it. Yeah, it doesn't make any sense to invert, then. So I think it makes sense to just remove the to_scene_reference
transform entirely. Which it looks like you've done already.
I have a hard time thinking what the use case is for it. It's not a useful transform for viewing purposes, and it's not an interchange standard (and people should just use something like ACES EXR…
Ok I just stayed up the entire night addressing the things pointed out.
Oh god! You definitely didn't need to do that.
In any case, thanks for your answers to my questions. And…
This is awesome! Thanks for putting in the time and effort.
I'm running into a weird bug with the latest build, though. When I open the file, some polygons around the mouth are missing. But…
@Eary Do I understand correctly then that this LUT only does clipping, and doesn't alter colors in any other way?
As long as the AgX parameters are documented somewhere, I'm fine with these comments being removed. It would probably make sense to post documentation about how the transform LUTs were…
What is the purpose of Punchy
compared to the contrast looks? The results are admittedly not identical, but it feels like they address similar use cases, and in that sense Punchy
is a bit redundant.
Aside from what @Sergey has already commented about, and a few nit picks/questions, over-all the configuration looks pretty reasonable to me.
This very well could just be a blind spot for me, but it's not clear to me what the purpose of including Agx Log
as a view transform is. (And it wasn't clear to me the purpose of including Filmic Log
before this, either.)
Since these aren't used in Blender anyway, not a big deal. But I wonder if it would make sense to switch to something a little more... agnostic? (For lack of a better word.) Not sure what that would be. And, again, it's academic anyway since Blender explicitly doesn't use these.
Am I correct that the transfer function is baked into the 3D LUT in this case? (Hence why the other transforms apply a 2.4 exponent transform before applying their own transfer functions?)
Rather than best
, I would prefer that the interpolation method be explicitly named. For 3D LUTs I believe best
is equivalent to tetrahedral
.
Here's my high-level review. A review of the configuration nitty-gritty will come after.
Guard Rail
I'll get my main concern out of the way first, which is Guard Rail.
Guard Rail…