ACESCG and SRGB Questions - Texture Asset Creation

Hello @jomallord,

here are a few tips :

It is not correct to say that. Working in ACEScg will give you access to wider primaries in your working space, allowing for a better GI overall and more saturated colors.
The highlight and shadow behavior mostly comes from the Output Transform, not from ACEScg.
You have two possibilities when it comes to choosing your working space for your textures :

  1. Keep in Linear - sRGB if your DCC application / render engine can convert on the fly like Maya/Arnold for example.

  2. Convert your color maps to ACEScg prior the rendering phase if your rendering engine has not implemented the IDT, like Redshift for example.

Here is a thread on this topic :

Converting a sRGB texture to ACEScg will make it darker and less saturated since ACEScg has wide primaries and a linear transfer function (versus SRGB primaries with a sRGB transfer function). But you would also have to display it properly (using an ACES ODT). This is why we should be careful with the above statement and should not display ACEScg textures with a simple sRGB nuke viewer. :wink:

If I have understood correctly, you are comparing the sRGB (ACES) ODT versus the sRGB viewer of Nuke. It is completely normal that sRGB (ACES) looks darker since it includes some tonemapping. If I may, I would avoid to use the sRGB viewer of Nuke on CG renders since it does not include any intensity mapping. I think this is well explained in the posts you sent and on my website as well.

The settings you sent in Nuke are both correct. You have now to make a choice between which workflow you want to use. :wink:

This is a common mistake. You do not need to use the OCIOColorSpace node to convert to ACEScg. The IDT already does that. So you would have a double transform. Hence a very dark texture. The IDT, if set correctly on Utility - sRGB - Texture will convert to your working space, aka ACEScg.

No you don’t need it. We have seen a Youtube video a year ago or so that was claiming it. This is pretty much incorrect as you would be having a double transform.

I have posted a couple of charts for ACEScg albedos if I remember correctly. And your intuition was correct : no need for OCIOColorspace node. If I may, I would avoid using the term OCIO-ACESCG colorspace. They are two different things. OCIO is the “how”, ACES is the “what”. You can just name the colorspace ACEScg or AP1.

No no no ! :wink: Never render you maps/textures using Output - sRGB. This is for final renders only. What you should do is display you textures with sRGB (ACES) ODT to assess properly their range. But never ever write your textures with the ODT in it.

The ACEScg renders do need to go through the sRGB (ACES) Output Transform to be displayed properly on a sRGB monitor. You can also display your textures with sRGB (ACES) ODT to check them. But never write textures using Output - sRGB, you would burn the tonemapping inside the texture.

Honestly it looks fine. :wink: I can see that @MrLixm already gave you some pretty good answers. I hope I am not confusing more with mine. :wink:

You are presuming right. :wink: But I am using flat primary colors here, for a simple cornell box test. Many studios have switched to linear exr textures for all their maps. From the tests we have been doing, it was actually more efficient in terms of memory than tiff or png.

You can write a jpg texture file using Utility- sRGB -Texture to then load it in maya as Utility - sRGB - Texture. Or write an ACEScg exr file to load it in Maya as ACES - ACEScg. Never use Output - sRGB to write a texture.

Regards,

Chris

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