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[Max] General Discussion / Re: Time to ditch sRGB/Linear as default (?)
« on: 2017-02-24, 16:32:34 »I tried Adanmq's LUTs on few of my scenes and i have mixed feelings about it. The results i got, is pretty unreliable - in some scenes these LUTs works good, in others, not so much. Besides, it seems that once i use Adan's LUTs, Corona's tonemapping controls becomes useless. I rarely feel the need to tweak my renders further outside of VFB, after i use Corona's tonemapping, but with these LUTs i have to send every picture to photoshop to tweak something. Maybe it's just my inexperience. I'll try to play with it more and see if i manage to get more consistent results.
Curious what others think about Adan's LUTs?
HI.
The LUTs that comes whit corona are just a color response and they are not standardized for any specific workflow so they are designed to be used in an "artistically" way and usually you need to do exposure, compresión and contrast separately to achieve final results.
LUTs are not a good way to grade a linear image to be honest, I personally only use contrast ones + highlight corona compresión in order to be able to better see the linear render on a sRGB monitor so i can work on lighting/materials whit something similar to the final post in mind but i usually do my post by hand. LUTs are great to color management between apps and platforms. LUTs needs some short of compresión before you apply them or you will kill your render and clamp the results.
The ones y post here are just a conversion from the original Filmic Blender thing and they only give you a contrast reference but you need to use them in LOG and help you pre-visualice your linear image on a sRGB monitor so you can better plan your materials/light.
I´m working on a new pack designed to be uses over compressed linear renders because even if LUTs are not designed for that purpose a lot of people are using it for it and it´s better if you have proper designed ones xD
Best
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