Hello,
I wanted to run by my workflow for colour grading to see if A.) I am doing it right and B.) Why I'm not getting results.
My assumption is that with all your colour ranges (high, mid, shadow) set to default, HDRtonemapping enabled, and a basic/untouched LUT texture applied that the scene SHOULD look 'normal'. So that you can then screenshot, apply the LUT, adjust the screenshot, reexport an edited LUT texture, import that in to Unreal, and apply it to your post process volume that the changes should come in.
That said, here's my workflow so far:
- Made sure all my values for high, mid and shadows were untouched in my PP volume.
- Imported a basic LUT texture to my package and made sure LODGroup was TEXTUREGROUP_ColorLookupTable
- Went to my PP chain and ensured that the 'uberpostprocess' was set to use Worldproperties
- Also made sure the uberpost has 'HDRtonemapping' enabled.
- Went to my PP volume and plugged in my LUT texture to the appropriate spot.
The scene looks no difference with or without the LUT texture applied. When you enable the tonemappnig in the uberpost, it blows the values out but my assumption was that with the basic LUT it would tone them back to regular.
This hasn't happened.
What am I doing incorrectly?
Replies
So the neutral lut isn't that neutral at all. Easy way to check if your postprocessing is working right is to switch between the diffent lut's that are already in udk.
The tonemapping is linked to colour grading, so when you turn it of changing to another lut, wont have any difference.
I was kinda thinking of doing a small tut for the artists about this, since i kinda figured it all out now, but have to find some time.
If that helps.
And because it might not be a bad idea to start sharing these (some people will inevitably make some amazing ones, not unlike zbrush matcaps) here are those LUTs:
#1
#2