#also on top of that their tonecurve is /apparently/ (not actually sure if it is but boy has it often been claimed) “based on aces”. that's
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trying to understand unreals color management might actually drive me insane. what do you mean their color space is
no wait.
no wait.
#is it srgb or is it srgb linear. those are different things. they have different gamma curves. if you just say srbg i assume it's srbg.#srgb & rec709 use the same gamut but different gammas that's what differentiates them. please don't do terms like this.#also on top of that their tonecurve is /apparently/ (not actually sure if it is but boy has it often been claimed) “based on aces”. that's#an entierly different color space. i mean it is wider it does ENCOMPASS srgb. but afaik aces uses a linear gamma? so what they're actually#referring to is something they call their “filmic tonemapper”. which seems to include one step of tone curve post processing. because it#CAN be disabled without changeing engine code using a post processing volume. it also allows you to do something called “expand gamut”.#which ive not been able to actually comprehend what it does.#but if it really is just srbg linear with some sort of s or u curve applied to it in “post”. why not say that????????????
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