V-Ray | How to use ACEScg WORKFLOW | ACES Theory, General Workflow, OCIO, sRGB Texture Conversion
HTML-код
- Опубликовано: 16 авг 2024
- In this tutorial you will learn how to use ACEScg workflow within V-Ray 5 and 3ds Max. We will briefly check out what ACES actually is but then much more importantly explore what for you as an artist would be the correct workflow that you would need to establish. Additionally we will check out some common problems that you may run into and explore how to solve those.
I am using 3ds Max and V-Ray 5 and the techniques here shown require the latest version of V-Ray as older versions do not support ACEScg out of the box. There seems to be an unofficial way how you can use it in V-Ray NEXT but that seems to require a little bit of fiddling. Let me know if you are interested in that.
Chapters:
00:00 - Introduction & Disclaimer
00:33 - Basic Introduction
03:13 - Display Correction
07:35 - OCIO
11:15 - VRayOCIO Conversion
17:42 - VRayBitmap Conversion
22:00 - Outro
Be sure to subscribe to the channel in order to be notified about upcoming tutorials :-)
Check out my Patreon for all my scene files, additional videos or just to support this channel :-)
/ jonasnoell Кино
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
I have a question, when we work in the aces color system, Can someone else who works with the srgb color space in his 3ds max,works with my file without any problems? thanks
Good video Jonas, I have a few comments if you don't mind
0:33 "Up until recently Vray only supported sRGB color space internally for rendering"
No, ACES workflow has been part of Vray for a long time.. the controls were mostly hidden in Maya and 3Ds Max so advanced users and studios would access them through code, those controls were exposed in the UI in Vray 5 + improved workflow overall. I think I have seen people/studios use ACES in Vray since around 2016-2017
2:21 "Most likely you would be better continue using sRGB because all your resources are in sRGB color space"
You don't need to convert your existing resources to ACEScg, Vray does this on the fly when you setup your IDTs in the file node or the OCIO node. Those conversions are super fast in Vray 5, they don't affect performance like how it was in Vray Next(docs is wrong on this one) I have tested those conversions during Vray 5 Beta with bigger scenes, it barely affects performance. There is discussion with devs on the performance side of Vray's OCIO node/file node in the Beta forum.
On another note, ACES is one big advantage in Vray's workflow, it addresses tone-mapping(you get a nice filmic look out of box) and wide gamut rendering(improves GI, SSS and anything that deals with bouncing of light, because calculations of lights and materials happen in a wider gamut).. Also in Vray's case the workflow is very easy to follow, and all internal elements like Sky, Kelvin temperature, Hair Shader, Dispersion..etc are all converted internally to ACEScg (This has been a big issue in other renderers)
9:40 Make sure to use the latest ACES 1.2 it is much better and solves a few issues. 1.03 version is 4 years old
And one last note, converting a bitmap to ACEScg doesn't desaturate it.. it appears "desaturated" in an sRGB viewer, you will need to use an ACES sRGB viewer to view it correctly and in this case it will look just fine
I have been using ACES workflow for 2 years, never used sRGB since then. ACES just makes things easier, CGI starts to behave like photography
Hi, thanks for the comment, that is all valuable feedback and additional information. Especially the part with the on-the-fly conversions with the nametags, based on the information I found was that it does affect the performance to do all those conversions during rendertime, but I didn't really test it with complicated scenes yet. So it's good to know that this doesn't seem to be an issue.
Thanks for you input!
thanks for the tips, Muhammed. My material editor previews maps with a green tint and as desaturated. I assume that happens because it just doesn't do the sRGB display conversion. Is there a way to preview materials with proper colors in this case?
Hi Dear What do you think the setup should be if I do not want the images to be aces and keep them rgb neither the standard bitmap rollout to be converted to vraybitmap and still want to use the aces?
Regards
Thank you. I've been asking them to discuss this in one of their webinars. Hopefully they still do, but always grateful to hear it from this channel. Keep up the great content.
Yes, also hope there still will be an official workshop or webinar from Chaosgroup, as it is hard to find some clear information about this from official side. Until then my video here is what I could gather from it following the official help and other ressources that I could find, so hope all is correct as how it is intented to use! :)
Thank you, Jonas. This is the best ACES for MAX tutorial I've seen so far. But this one also doesn't address settings in the Render setup >> V-Ray >> Color mapping rollout =/
Hi, that's interesting of you to mention. Based on my information they should be left at default and you don't really need to mess with them no matter if using ACES or sRGB. Or do you have any different information on that?
@@JonasNoell I agree with Remaining Light. All the videos I've watched regarding V-Ray and ACEScg workflow settings lack information on gamma settings.
Could you tell us how to properly set the gamma in Render Setup >> V-Ray >> Color mapping for ACEScg? As far as I understand, the correct handling of the color space will depend on these settings.
I'm also wondering: in what cases should "ACEScg primaries" be enabled in the VRayBitmap >> Color Space settings? Do I need to do this if "sRGB primaries" is selected in Render Setup >> V-Ray >> Color management? Thank you!
@@phillmorris9220 I have a full Mograph + tutorial (VRay 5 and 5.1 MasterClass) where the following is stated about the color mapping settings:
"To achieve the most accurate results it’s best to leave the color mapping settings at their default values and perform artistic color transformations during post-production. This will also ensure repeatability consistency and a very accurate render solution."
So helpful. This is a lot of crazy technical information! Easy when you know how, but so many ways to get it wrong.
This was really helpful for me. Huge thanks to you for taking the time to put together this tutorial!
Happy to hear that :)
I did some tests, Idk if enyone noticed when u give white color to object (lets say a white wall with value of 220 220 220) with vraycolor map and set it to srgb space it becomes blueish...i know it has something with white point in ACESCG...But when I put image trough vraybitmap map with the same color value as in vraycolor map it is normal there is no blueish tint in render...it is all normal if you set rgb primaries to none in vray colormap...then its ok. Every other color is ok with srgb primeries, it only happens with grayscale...does someone have a tip on how to solve this? It messes up my white balance in post.
Thank you for the tutorial. I just want to make 1 additional note. I found that if you use VrayColor and pick color not by values but with standard color picker, to receive same color that you see in VrayColor in front of "color" you need to adjust color gamma to 2.2. As I understand it's because 3ds max picker work in gamma 2,2 and you need additional conversion to receive the same color that you pick by "eye". We artists and we want to have green color that we pick in VrayColor look the same in diffuse render element :) Correct me if I wrong
Oh, that is a good point. I would need to double check but I a ssume that's how it should be done, adjusting the gamma to 2,2 and then you would be able to just pick the color you want and it would look the same in the diffuse. Thanks for pointing out!
I really enjoy your tutorials! Ive been using acescg in Arnold in C4D for personal work but use Vray 5 Max at the office, typical linear sRGB. I'd like pitch my team on a switch to acescg but 2X all of our textures seems like a no go. Arnold autogens TX files and has a lister as well to make things more transparent. We often work with hundreds of textures and lots of third party assets(additional textures) so renaming seems like a mess as does doing an additional pulldown on every texture. This seems like a daunting hurdle at the moment...
Hi, yes that is also for me the biggest concern for switching at the moment. So I think it only makes sense right now if your pipeline really requires it. I for my part will continue working in linear sRGB for now because the benefits don't weigh up the hastle and inconveniences at the moment for me personally, but in other scenarios it maybe would make sense.
If I would do the switch I would create a new copy of my entire texture library on a new partition and rename all the textures while keeping all the original textures at the original location to ensure backwards compability. Don't really think there would be any other way than that at the moment...
Anyway, thanks for your feedback :-)
@@JonasNoell ah! just thought i’d something - do you need to convert data maps like normal, roughness or displacement ? I do assign data maps as liner-sRGB but i’m not certain it matters?
@@MrMadvillan That depends on how the data was saved out. If those maps are raw linear data (for example if you export a displacement map through ZBrush or a NormalMap/Glossiness Map through Substance) you just give them the _raw nametag and they should be loaded correctly.
Broo thats realy helpfull! thank you very much! it is realy hard theme to explain but u make it realy easy!
Great explanation! I use maya but your explanation was easy enough to follow along! Thanks!
When we use ACES and save the file, the ACES settings are also saved in the photo and can be seen same on TV or mobile and different monitors?
In the past, unfortunately, the color was not seen same in different devices.
Great Tutorial. Please help! The DISPLAY CORRECTION under the Layer panel in my VRAY FRAME buffer is not showing, Please help me get it back, i use Vray 5. Thank You.
Hello, when I checked the official vray documentation, I noticed a yellow warning in the vray for max help file. This warning seems to be only available in the max version"
The V-Ray ACEScg workflow does not require an active OCIO configuration. In V-Ray 5, the relevant ACEScg transformations are part of the V-Ray core. However"
If I change the color space to aces, then use vray bitmap to load the node. Direct output, the texture does not change color.
This is Google translate, my English is not good
Hi Jonas, hi guys - is there a way to preserve the color / contrast of an image texture while using ACES? (Like you are still viewing the image texture absolutely in SRGB - because ACES changes the overall color and contrast if an image - it became cinematic in feel)
I have a question, when we work in the aces color system, Can someone else who works with the srgb color space in his 3ds max,works with my file without any problems? thanks
wow. like. great tutorial, thank you
Very informative tutorial Jonas! really love the output of the ACEScg workflow the problem is when your scene has hundreds of textures especially in an arch viz scene. is there any plugins or script to make this way easier? Thanks!
Hi, there was a script for that, but I forgot the name. But I'm sure if you search for it you will find it. Someone in the comments of one of my ACES video also mentioned the name if I remember correctly, so you could browse through there as well.
hi Jonas, that Environment Variables doesn't work on my PC.. what can I do?
Great as always !
Could you please update this tutorial with Max 2024 and Vray 6 in mind (Aces 1.3 has also been out for a while)?
Yes, coming soon!
Couldn't Find Such Thing In Vray Sketchup at all !
Thank you, great tutorial, and really nice that you have explained all the options as they were implemented over time.
One question. If one chooses to follow the route of not renaming the textures but use the workflow where one selects sRGB or RAW manually, should the Auto RGB primaries be left unchecked (off)?
Thx for your feedback! :) The Auto RGB only has an effect when there is a nametag present in the filename. So if you don't have any nametag and know which colorspace it is in then using Auto RGB on/off wouldn't make any difference from my understanding
thank you for the wonderful insight, anyway im just wondering when i use the renaming method (turning on auto RGB primaries), those textures i donwload from 3ds party like poliigon, they do shift in color, but those textures i created with photoshop doesnt change tone even if i rename it into _srgb.? thank you!
Which kind of file format are the texture you downloaded from Poliigon and the ones you created by PS?
Hello Jonas! I was wondering, can a regular laptop monitor display ACES colors? Thank you!
As it’s most likely an sRGB monitor it can display those colors that overlap with ACES colorspace. Those outside of the sRGB colorspace it won’t be able to display but you also wouldn’t really be able to point out any differences with your bare eyes
Hi sir. What do you think about the possibility that ACES workflow technology will be available in Chaos Vantage?
I would have to guess but I can’t see why it wouldn’t be integrated at one point
Do I need to change the 3dsmax color management to the same OCIO profile?
You can find an updated tutorial in my channel about the 3ds Max 2024 and newer workflow that has built in Color Management
Awesome video Jonas! How about VRay 5 for Sketchup? OCIO is as an option on the VFB settings but not on the renderer itself, as soon as I saw your video I understood why I was getting over saturated images. Is there a Aces workflow for Vray in Sketchup as well? Thank you!
To be honest im not really sure if there is a real implementation of Aces in Sketchup yet. You can register in the Vray forums and get specific Sketchup help there :)
Great Video!!
Hey Jonas,
I had some problems using environment variables with deadline/any other farm service. I think it is safer to point on vfb the folder with OCIO config file.
Hi alright thanks for that. I haven't had tried out rendering through Deadline with Aces yet, so that's good to know! But anyway since you are saving out linear raw exrs without baked in tonemapping it shouldn't matter if some computers can't find the OCIO config files or?
@@JonasNoell yes, it is just matter if you want to bake the vfb transformations.
Tks!
and this only goes for albedo maps? it doesn't affect roughness normal maps etc?
Hello , do you know why i see only this option : prnt.sc/113s787 after the setting ocio file , thanks
Thanks you very much Jonas. But after learning from you and paying a day to test it, I found that : all grayscale maps which have "_raw" suffix should be set Color space transfer function as "none" (just like normal map). It'll make bump (use grayscale maps) and displace look better without loss detail. Would you please check it again. ^^
Hi, I would need to double check, but wouldn't they anyway be set to "none" when they have the "_raw" suffix automatically? At least that's how I assume it should be handled...
@@JonasNoell yes. It'll be set to "none" automatically for any "_raw" suffix file name found. When I checked with displacement and bump grayscale maps into "from 3dsmax" and "none" cases. I found that the result will look deeper and enough information when I keep "none" setting. In case of reflect and refract we should use "_sRGB" and keep "from 3dsmax" is absolutely right. Because those slot may receive color information. After checking with cooper material, I can make sure about that. Thanks for your reply❤
Great tutorial, sorry if this has been mentioned in previous comments (132 is a lot to go through) but is this workflow only helpful in terms of the compositing side of things? I'm assuming you will lose all that extra colour range when you say export as H264 from After Effects? Many thanks.
Hi, yes it will be lost when converting to H264 through AfterEffects. Basically look at ACES as an extended colorspace from that you can convert your media to any other format or colorspace. It’s the perfect base material so to speak.
@@JonasNoell Okay interesting, thanks for the info, really aprreciate it. It's a shame it doesn't manage to maintain some of that extra information in the final output though.
@@tinrats As you are looking at the output most likely on a sRGB Monitor it anyway wouldn't matter. It's not that through Aces you could suddenly see things that you couldn't see before :) There are 2 parts which people tend to mix up: ACES itself is just the colorspace that has a much wider ranger than sRGB, so it's perfect for storing your data and then converting it to any other type of colorspace or medium that you require. And the other part is the OpenColorIO configuration that basically provides a "look" for ACES by applying a tonemap converting it correctly to the device that you are using (most likely a sRGB Monitor). So when using sRGB with an equally nice tonemapping you can get identical results because in the end you are viewing both things on the same medium. The advantage of ACES mostly lies in its standarization across multiple software and that it's futureproof. It mainly makes sense to use ACES if you are working in a team that uses ACES through the whole pipeline in a standarized workflow in my opinion. As a standalone artist I wouldn't really bother with it too much for now... (that's my personal opinion, other may argue differently)
Would would you do in the case of a UDIM setup as far renaming your textures?
That is a very good question. From my understanding the nametags can be placed anywhere in the filename, so in theory it shouldn't mess with your UDIM setup. But I haven't tried it myself. Could you verify it and let me know pls? :-)
I cant download the Sample OCIO Configurations Why???
can anyone help me !
Hello, when i use ACESCG, should i set the Color Management (in vray tab) to Reinhard or Linear?
Leave it a Reinhard as that is the default and its nowhere described that it should be changed in the official docs.
@@JonasNoell Okay thank you this is a little faster with Reihard :)
Thank you!
Thank you so much! Great video! What about normal maps that have to go through VrayNormal node? What color space do we assign to those?
Hi, those should be loaded as raw
@@JonasNoell Thank you! Would you know why when I save the render image (in any format) it saves a lot brighter than what I see in the VFB?
I just saw your other video about saving and importing aces files. My question is now answered. Great channel! Keep it up!
Should I make a translucency map srgb or raw?
If the translucency map has color values in it that you want to represent accurately then sRGB.
If you are talking a black and white map that just determins the amount translucency then raw.
What is the purpose of adding a system variable for OCIO in the overall workflow? If I were to skip that option will it affect rendering in anyway? I don't understand why that step is necessary.
It’s an optional step, you don’t really need to do it. But if you do V-Ray and other software will remember the location on you computer and you don’t need to always manually navigate to there
@@JonasNoell Ah I see, I apologize I just re-watched the video again and noticed you mentioned that already. Thanks for the follow-up anyways.
Hi Jonas, Ive been looking to start doing this tutorial but Im on a older version of max (2018) and vray next 1.2. The color mapping option is not present in the settings menu, only the VFB. Im not sure if this is setting it up correctly. Any idea?
Hi, yes full ACEScg support is one of the major features of V-Ray 5, so in earlier versions you can't really recreate this workflow correctly. Time for an upgrade :-)
@@JonasNoell Ok good to know! thanks.
Hey Jonas, I've been highly enjoying the results coming from the VFB, but the next issue is post work in Photoshop and After Effects. The render results do not look the same when exported as an OpenEXR, png, jpg, TIFF, Targa, nothing. Made sure Photoshop was set to 32-bit mode and changed color space to ACES. Is it simply Adobe doesn't support ACES workflow yet?
Hi, as far as I am currently aware Photoshop does not support ACES colorspace internally yet. You can however import EXR-Images and then convert them using this plugin here: fnordware.blogspot.com/2017/02/opencolorio-for-photoshop.html
I tested it and it works but it basically will bake in all the information and you are not working really in ACES colorspace internally.
Take everything that I said with a grain of salt as I am not a Photoshop expert, so maybe there are still ways how to set up Photoshop correclty. If you find some please make sure to share it with me :-)
There is a workflow in photoshop that involves creating a view transform in 32 bit by exporting a 3dLUT which you then stick on top of your stack in an adjustment layer but I haven't worked with it much. Im not sure if it reacts how you'd expect in fusion or nuke for example - both which have proper acescg implementation. so short answer is, no. Sadly, Photophop doesn't support acescg natively which is a shame. Adobe tends to buy innovation rather then develop software but I will refrain from letting loose on Adobe...
Is there a correct way to guess the color space of the source image/texture directly in 3dsMax/Vray in cases where there isn't any initial info/metadata about it or I should use a third party software?
I am asking because there is a difference between Image Color Space and Image Format and trusting the human eye and different monitors in different working-environment circumstances can lead to unwanted inconsistent results and in these cases the input or output source can be easily messed up.
Hi, that is a very good question. As said the topic about ACES is very huge and I am mainly a 3D artist and not a colorspace specialist, so based on my current knowledge I would answer like this: It probably depends on the file itself. So let's say you have a jpg that you want to use as your diffuse map then there is no way of knowing if it was already converted in aces or if it is in sRGB, because the jpg itself is always in sRGB and the conversion to ACEScg would just mean that you artifically shift the colors before the file is saved, but the file itself is still in sRGB just with more desaturated colors. I would assume any texture to be sRGB if they are not marked in any other way. Anyway, additionally you as an artist could make the choice if you open the texture for example in Photoshop and want the colors to be displayed the same way in your rendering using ACEScg then you would need to convert it first.
As for other images formats, especially raw formats directly from cameras you probably can read out the colorspace they are in and then convert them to ACEScg properly. The VRayOCIO node has a huge list of possible inputs, so if you know for example this is a plate shot with an ARRI then you can chose the appropriate conversion. Basically the idea of ACES is not to preconvert everything to ACES first, it just means you need to know your source images, then convert them on the go, so that all your calculations are done in ACEScg colorspace and then once you output your image you can choose whatever other colorspace you want. ACES is basically a system to bring a lot of different colorspaces together and then do calculations in one unified and wide color gamut colorspace and then export to whatever colorspace/displaydevice you want to have it.
Sorry that I can't give you any more clear answer on this as I am also still learning :)
@@JonasNoell Thanks a lot for the detailed answer!
I've found this short research paper about Color Space Identification for Image Display -> www.researchgate.net/publication/281602132_Color_Space_Identification_for_Image_Display
It's from 2015 so maybe there is already a third party software based on it.
@@HURSAs That looks and sounds promising :) Let me know in case you find something that is released and already works as I would be also interested in that!
Could you tell me how to combine ACES and multitexture modifier (floorgenerator things :).
I didn't really try MultiTextures yet, but I would assume it works the same way. So just make sure you use VRayBitmap with the correct nametag.
@@JonasNoell, problem, that mutitexture modifier doesnt uses vraybitmap, it uses simple bitmap. So by default I must change 10+ bitmaps to vraybitmaps manually.. And every other colorcorrected map from SAME node will be in the same color space.
Hi, Jonas. Thanks for the tutorial! When I set my non-ACES diffuse textures to use "sRGB primaries" from the "RGB color space rollout" in VrayBitmap, the textures become bland and desaturated. Is this normal? This makes creating materials difficult because the diffuse texture in the material editor no longer looks the same as the texture on my hard drive which is much more vivid. Does that make sense?
They appear more bland as they are converted to ACES in this case which in genreal produces a more vivid output result. So the preview looks wrong on your sRGB monitor but since it has been converted to ACES it will be rendered correctly internally. It basically does an on-the-fly conversion from sRGB to ACES. If you use ACEScg in V-Ray and you don't specifically define your texture as sRGB then it automatically will assume all of them to be in ACES already and thus doesn't change them. However the result will appear more vivid as intented because the texture itself is actually not in ACES but still in sRGB. V-Ray itself doesn't know if your texture is in ACES or sRGB, it has to rely on the input from the user. Here is where most errors will happen and in the end you will get an odd looking image by mixing different data together in a way how it was not intended. So if you are not 100% sure of what you are doing it is better to stay in sRGB and avoid these kind of problems 🙂
@@JonasNoell Yes, I figured that out already. Thanks for reiterating though. My questions was more about the fact that using ACEScg workflow makes diffuse textures in the material editor look desaturated and this makes material creation a guesswork. Is this normal?
@@bgtubber Yeah as I said only your rendered result will be in ACES, what you see in your material editor is a texture that was converted to ACES. Since your material editor doesn't render the result internally in ACEScg you will see this bland result. It probably would be a possibility from Chaosgroup to still show the sRGB texture for the material editor and only use the converted one only for the internal rendering. But that's not how it is working at the moment. But anyway you probably shouldn't evaluate your shader through the material editor preview but through the full rendering.
@@JonasNoell Ah, I see. With all these small quirks, for me it's still a bit clunky to use ACEScg in 3dsmax. Seems like nothing in 3ds Max is color managed yet, including the material editor. Hopefully Autodesk can streamline things and implement a proper color management into 3ds Max. Until then, I think I will continue to use linear workflow with filmic tone mapping which give more predictable results for me, especially when creating my shaders. Thanks again for your input on this! 🙂
@@bgtubber That's exactly what I am doing for now as well. The whole ACES workflow at the moment still has too many inconveniences built in for me personally and in combination with a proper tonemapping workflow I also don't feel like I am missing out on much so far. 🙂
Sir render out is good but saved image is dul
what's the problem
But if you have like for eg 100-150 textures for every project then renaming the textures everytime would be a task, so cant we have a script that renames the textures automatically. what do you say
I guess it could be scripted but the script would need to guess what colorspace the saved picture for example is. But if you know that all your texturemaps are for example in srgb colorspace you can just use a tool like TotalCommander and batch rename all the files adding the correct nametag.
@@JonasNoell I found one script on the VRay forums by lele but it gave some error while executing it. If you want i can share the same for your testing as well but for that i need an email to share. Thanks
@@amitgedia Hi, thanks but if it's the script from the forum by LeLe then I know about it, but haven't tested it yet :) If there is errors I think the best would be to contact him directly, I'm sure he will sort it out for you!
Hei Jonas, thanks for the video, super interesting and ill documented subject on vray. I just have one question. What will happen to textures you dont convert? Will it “break” the workflow, or just alter it a bit. I am thinking about testing this with a project and would probably just convert the main architectural materials, the ones that cover more surface, and thus affect colors more
Hi, well basically nothing technically bad will happen except that your colors will look way more saturated than they are supposed to look like. For example if you are using a grass texture the grass would look greener than it was originally intended to look like defined by the texture. So in order to have everything behave the way you expect it to it would be best to stay uniform in the color space that you are using and not mix different color spaces together. Basically if you use the workflow to assign proper name tags to your textures you wouldn’t need to convert anything manually and everything would happen automatically, so that is probably the easiest approach 😉
@@JonasNoell The good thing also is that if you assign the proper names, that would not affect the use of non aces workflow
@@maxdanieldaiber Yes, exactly that is the idea behind it :) Just set up your texture/hdri library one time, switch on AutoRGBPrimaries and from then on don't need to care about it anymore (as long as you use VRayBitmap)
@@maxdanieldaiber Yes, but older projects will have missing textures because you renamed them, no?
@@bgtubber well I guess you can duplica te them to avoid that
nice
Very interesting tutorial, thanks for that. Here's what I'm wondering about: Since I edit every rendering in post to some extent, what's the point of doing all that converting? Don't you "falsify" colors with every adjustment you add, regardless of color space? Maybe my workflow is just too simple ;)
Well as said it really depends on your specific use-case. If you don't work in a team that requires ACES for example for use in compositing then in your specific case it probably doesn't really make sense. Basically working in ACEScg guarantees that your work is future-proof and can be converted to whatever colorspace to be displayed on whatever medium in the future. But if you mainly do pictures that are just published online and just view them on sRGB monitor you won't have any immediate benefit to adapt this workflow and on top of that you have the risk to implement many mistakes if you don't really know what you are doing. I think at the moment probably most people are fine to continue using sRGB and unless you know a specific reason why you should change it probably means you shouldn't :)
Speaking about adjusting pictures in post, ACEScg gives you more room to do more extreme adjustments as you have a wider color gamut to work with. But you need to use a software that supports it (Photoshop for example doesn't). So if you do crazy adjustments in post and use specific software then that might be a reason where you could benefit from using ACEScg.
@@JonasNoell you just put into words what I was thinking: very specific use case and not for me 😄
Thanks for the clarification!
@@pixelquarry Maybe not night now, but it will become increasingly more important so it's definitely good to know what it basically is :)
@@JonasNoell that’s why I bookmarked this video! 👍
What about bump normal maps? they load as srgb?
They should be loaded as "raw" so that means that no transformation is applied. VRayBitmap is smart enough to load it correctly by itself in V-Ray 5 when you apply it through a VRayNormal Map node. If you want to make sure you can also extend the filename with a "_raw" tag in the end.
@@JonasNoell so if i rename it accordingly with raw, it bypasses auto settings in vray render settings checkbox?
@Minche Flute If you add the _raw nametag it will make sure that the VRayBitmap is loaded as raw when you enable Auto RGB primaries in the render settings.
But as said if you load it through a VRayNormalMap node it's basically impossible to have it loaded incorrectly in V-Ray 5. Unless you go in and manually switch the RGB color space in the VRayBitmap itself. Also, you will notice pretty fast if the Normal Map is loaded in the wrong color space :)
so i have to do this for every material of an asset i load in? good bye!
If you want to use correct ACES workflow then in theory yes :)
@@JonasNoell but all these assets that are prepared for 3dsmax+vray come with vray materials, that have the standard bitmap in the diffuse slot instead of the vraybitmap. it's literally impossible :(
You can convert all the textures to Vraybitmaps Using the Scene Converter in the Quad Menue. But you are right it is tedious to do so that’s why I normally don’t bother to use Aces at the moment.
@@JonasNoell Thanks for all the free service and information you provide.
Yes, i feel like it's maybe useful for product rendering, but for architectural rendering with hundreds of assets and materials in the scene, this is way to inefficient at the moment.
Right now i'm pretty good of using the filmic tone map and/or using camera raw in photoshop with the exr io plug-in in 32bit where i later convert it to 8 bit for matte painting. still don't like that photoshop is not capable of proper exr handling, but that's a different issue. I'm too lazy to learn fusion.
@@L3nny666 I would recommend that if you have a workflow that currently works for you and there is no requirement from clients to switch to ACES to just stick with whatever you have. Do a propper tonemapping workflow and you will get (in my opinion) very comparable results with much less hastle and less possibilities to mess something up🙂
Thanks but we can not remember everthing to compare in whole tutorial. Some matchups would be nice .
Hi, what do you mean with matchups exactly?
@@JonasNoell 2 still Images that shows the difference . or A / B From Vray Frame buffer
@@Be.studio.818 Alright, got it. Will try to add something like this for future tutorials! Thanks for the feedback!
Gama 1.0 and RGB! That's how you see texture bitmap in Windows. Everything else is pointless and confuses consumers! Add to that color mapping - Exponential/HSV Exponential/Linear/Reinhard and their settings and multiplers. How abaout that?
Hi, are you talking to me or who are you adressing? :)
@@JonasNoell No, I speak in general. You're doing your job perfectly!
@@engpasev Alright, gotcha, I'm just the guy who explains how it's implemented :-) Cheers!
renaming tif 8bit / 16 bit , png 8 bit / 16bit, jpg /jpg 2000 , gif , targa , exr, hdr , and my mind broke.