I'm really interested in this topic since it affects a lot the end product and I didn't find too much source about it. My question is mostly specified for game asset texturing.
if your target renderer/engine is unreal - https://bleleux.gumroad.com/l/lHiVg
Ah yes, I use this LUT with Log function as well. But recently I saw someone worked with Sensitometric + sRGBf that was almost as good as ACES so I'm wondering how much other options out there, and may there is a better one than what I use.
Isn't color management is fully implemented in Painter now? No extra LUT is necessary for Aces pipline. Moreover Unreal doesn't use LUTs any more after it switched to HDR output for HDR monitors support.
It's what I read at least. I am not much of Unreal user.
We don't use Aces in our renderer. Our soft guru considers it atmosphere heating. So I use default sRGB.
the point of a color managed workflow is that you can convert between color spaces reliably and safely
ACES is pretty much standard,
almost nobody manages their authoring pipelines correctly
I've yet to encounter an artist who can wrap their head around or follow a set of instructions about color spaces.
we've adopted sRGB for color textures, linear for maths textures and ACES as a view space
we haven't explained any of this to the artists, we just set it up for them. if they mess with settings then it's their problem
Since probably main purpose of ACES is rendering not super oversaturated colors on wide gamut monitors I wonder why older ICC color management which does exactly same basically have never been used in videogames? Does it take more calculations with ICC ?