ACES 2.0 - Resolve first impressions

Yes, a key design goal was to minimize hue skews across the exposure range for a region of same “hue”. Yellow items, skin tones, and fire are all common pictorial things with scene chromaticities that fall in the region between the green and red corners of a display gamut. In traditional S-curve renderings that do not attempt to preserve hue, these chromaticities will typically skew toward one or the other primary as exposure increases. In many cases, this behavior was actually deemed “preferable” because it tended to keep Caucasian skin tones from looking “ruddy”. It’s akin to how rendering has worked for decades (in broad strokes at least).

However, when one expects an item to remain the same exact color and it doesn’t (such as a synthetic render of a yellow sphere), then people think the rendering is flawed. This was frequent feedback to ACES v1, although it is not the only rendering that does this (but the results are perhaps more noticeable due to our higher default contrast). ACES 2.0 attempts a different approach and adds gamut mapping to preserve the original hue of a color, sometimes at the expense of lightness and/or chroma.

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