[Bf-cycles] Cycles Standalone : Using Filmic Blender

Prayaag Kasundra prayaag at decorastudio.com
Thu Dec 6 22:46:21 CET 2018

Hi Brecht,

Well, I don't know if using it on the saved file is sufficient for what we need. We checked this video<https://www.youtube.com/watch?v=m9AT7H4GGrA&feature=youtu.be&t=25m31s> which shows how after using Filmic Blender, the dynamic range increased and room brightens up without highlights getting burnt. I thought this is the result of internal color management of cycles while rendering.

I don't understand the subject well. But I am guessing color space conversions can't be applied on jpg file generated by cycles. Please guide.




From: Brecht Van Lommel <brechtvanlommel at gmail.com>
Sent: Wednesday, December 5, 2018 5:04 PM
To: Discussion list to assist Cycles render engine developers
Subject: Re: [Bf-cycles] Cycles Standalone : Using Filmic Blender


Cycles itself does not do Filmic color management. We leave that up to the host application.

Where exactly do you want to integrate it, in Cycles standalone file saving? If it's for some kind of batch rendering, it's also possible to use for example OpenImageIO command line tools to do color space conversions.

Normally Cycles preloads all textures, except when using OSL where it uses the OpenImageIO texture cache.


On Sun, Dec 2, 2018 at 9:22 PM Prayaag Kasundra <prayaag at decorastudio.com<mailto:prayaag at decorastudio.com>> wrote:

Hello everyone,

Like always I have a question about Cycle Standalone. Are Color Management<http://prntscr.com/lps084> parameters available in standalone? We were keen on using Filmic Blender color system. As shown in this video<https://www.youtube.com/watch?v=m9AT7H4GGrA&feature=youtu.be&t=25m31s>,  it can make a big difference in our application (as our app is only about interiors).

If not supported, can anyone guide so that we can try adding ourselves? We don't know how cycles codebase and C/C++. But we can give it a try.

Also, I have a question for cycles in general. If let's say we have all texture in the cloud and we have mounted cloud storage as a volume on the machine such that if Operation System IO operation is performed, it would read the file from the cloud instead of HDD. So in this scenario, will cycle slow down because multiple IO read for same texture file will be 10x-20x slower (depending upon internet speed)? or Cycle preloads all textures into memory at once initially and only initial loading time will be affected?


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