[Bf-cycles] Some suggestions for nodes' interface revision in PBR times

Matthew Heimlich matt.heimlich at gmail.com
Sun Dec 10 21:23:08 CET 2017


It definitely sounds like output formats are being confused with texture
authoring formats here. Mari, Substance, and Quixel all suggest (and in
some cases even force) a linear -> sRGB workflow.

On Dec 10, 2017 3:18 PM, "Doug Wilkinson" <mrdwilks at gmail.com> wrote:

> I believe those examples are all output/display based. And I agree these
> are all becoming more popular.
>
> The original post was regarding texture inputs, right? I have not used or
> heard of anyone using textures in anything but srgb or linear. Even when we
> have sources with alternative color spaces they are usually ingested into a
> workflow and linearized or srgb-ified. (Thinking red/arri slog/cineon dpx)
>
> Agree with the others that although we output to all kinds of destination
> color spaces our textures are 100% srgb or linear. This is the way game and
> vfx lookdev authoring apps work by default as well. (substance, Mari,
> zbrush)
>
> So maybe OP has a point that textures could be handled in a more artist
> friendly way?  But not taking away from the ability of the scene and the
> render output to have alternative spaces.
>
>
>
> On Dec 10, 2017 11:53 AM, "Troy Sobotka" <troy.sobotka at gmail.com> wrote:
>
>>
>>
>> On Sun, Dec 10, 2017 at 9:13 AM Matthew Heimlich <matt.heimlich at gmail.com>
>> wrote:
>>
>>> In practice, I have never in over a decade seen a texture map in
>>> production that wasn't either linear or sRGB. And I don't think I've worked
>>> on or even heard of a colleague that had worked on a production in five
>>> years or so that hasn't adopted a completely linear workflow. Anecdotal,
>>> sure, but I would be very interested in hearing of a pipeline that wasn't
>>> linear or sRGB based in 2017.
>>>
>>>
>> Welcome to 2017 then.
>>
>> Unreal and Unity both use wider primaries for the reference space, and
>> that doesn't include work beyond games.
>>
>> If you are a smaller studio (perhaps Lawson can speak up here?) you have
>> to deal with *countless* different primaries including Arri's, Red's,
>> Sony's etc.
>>
>> In 2017, mastering to REC.709 based primaries hurts your work for HDR, as
>> well as well... ignoring the fact that a huge chunk of the mainstream
>> market dumped REC.709 based displays when you consider that every Apple
>> device since 2015 isn't REC.709 based.
>>
>> With respect,
>> TJS
>>
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>>
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