Per-Channel Display Transform with Wider Rendering Gamut

Quite impressive Jed ! Another approach that also gives good results I think ! :scream:

I used these settings :

  • Source gamut is ACEScg.
  • Destination gamut is the one that comes by default in the Nuke script.
  • Output primaries are P3. White Point is D65.
  • EOTF is for sRGB display (so I suspect Gamma2.2 ?).

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

ACES

Jed’s per-channel

A few observations on my super limited testing :

  • This looks like a super simple approach.
  • It kinda fixes all the issues I have been pointing at (blue sphere does not get magenta anymore and light sabers don’t clip).
  • Hues are better preserved I think as well (you can tell on the blue to magenta/purple sweep).
  • And it kinda respects the ACES look in a way.

Now I’m going to play with the little tool you made Jed to see how the change of primaries affect the rendering transform. I need to do way more testing !

Congrats !

4 Likes