Gamut Mapping Part 2: Getting to the Display

Thanks @ChrisBrejon,

To complement the CG assets point, I made an emphasis on pyros, but it can be extended to any emissive source generally or assets with high-reflectance or that we are super picky about, e.g. CG skin.

As support to what could be the widescale effect, here is an old public thread that highlights the type of challenges that a change of DRT can induce.

The worst that could happen would be people trying again to apply the inverse new RRT with some custom massaging to maintain the previous look. Noteworthy, a significant portion of the time I spend on ACEScentral has been either explaining to people the ACES look compared to their “Old sRGB” one BUT also discouraging, sometimes with friction, their attempts at maintaining it by applying the inverse RRT on their textures.

I have been fortunate enough to work in a few studios and experienced DRT change from the first or second rows and, no, it is not as simple as flicking a switch.

Cheers,

Thomas

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