Linear, ACES and OCIO
Posted: Sat Mar 07, 2020 11:41 pm
Hey everybody,
I know there were already plenty discussion about this topic but I still have some questions about linear workflow and ACES / OCIO. While getting into this, I came across some questions regarding this topic and probably somebody can help me with this:
1. What's the correct way of transform textures to linear? The default gamma is 2,2. According to the octane-for-C4D manual every texture needs to be converted to linear by setting the gamma from 2,2 to gamma 1,0. Does this apply on the diffuse as on grayscale maps and other maps like normal map with 8 or 16bit? Everything with 32bit (mostly exr and hdri) are gamma 1,0 by default. I tested this with a self-made texture out of substance painter which was waaaay to bright with gamma 1,0.
http://www.aoktar.com/octane/OCTANE%20H ... KFLOW.html
In this fairly old thread roeland writes that most low dynamic range images are set to 2,2 while alphas and of course exr/hdri are set to 1,0. So what's the right way?
viewtopic.php?f=21&t=33214&p=143802&hil ... ma#p143144
2. I understand that you will never get the exact same output from the LV compared to a linear render since its tonemapped. When I render out the linear exr I get pretty good results by using OCIO and converting to ICC in Affinity. Looking at Blender it seems to work a little better, as you have the ability to use OCIO right in the Viewer. I read that I can use a ACES LUT in the camera imager but the imager accepts only .cube LUTs and even with the baked "preview" LUTs it's not really usable. All the baked-in ACES LUTs expect some kind of camera input (canon, arri and so on). With octane 2020 getting OCIO support this might be no problem anymore but I can`t find the setting in the C4D Plugin. Since it`s still beta, I guess it's not included yet?
3. Regarding the ACES support in octane 2020: I`m wondering why it's ACES2065-1 instead of ACEScg and what's the purpose of the extra ACES file?
Thanks!
I know there were already plenty discussion about this topic but I still have some questions about linear workflow and ACES / OCIO. While getting into this, I came across some questions regarding this topic and probably somebody can help me with this:
1. What's the correct way of transform textures to linear? The default gamma is 2,2. According to the octane-for-C4D manual every texture needs to be converted to linear by setting the gamma from 2,2 to gamma 1,0. Does this apply on the diffuse as on grayscale maps and other maps like normal map with 8 or 16bit? Everything with 32bit (mostly exr and hdri) are gamma 1,0 by default. I tested this with a self-made texture out of substance painter which was waaaay to bright with gamma 1,0.
http://www.aoktar.com/octane/OCTANE%20H ... KFLOW.html
In this fairly old thread roeland writes that most low dynamic range images are set to 2,2 while alphas and of course exr/hdri are set to 1,0. So what's the right way?
viewtopic.php?f=21&t=33214&p=143802&hil ... ma#p143144
2. I understand that you will never get the exact same output from the LV compared to a linear render since its tonemapped. When I render out the linear exr I get pretty good results by using OCIO and converting to ICC in Affinity. Looking at Blender it seems to work a little better, as you have the ability to use OCIO right in the Viewer. I read that I can use a ACES LUT in the camera imager but the imager accepts only .cube LUTs and even with the baked "preview" LUTs it's not really usable. All the baked-in ACES LUTs expect some kind of camera input (canon, arri and so on). With octane 2020 getting OCIO support this might be no problem anymore but I can`t find the setting in the C4D Plugin. Since it`s still beta, I guess it's not included yet?
3. Regarding the ACES support in octane 2020: I`m wondering why it's ACES2065-1 instead of ACEScg and what's the purpose of the extra ACES file?
Thanks!