Proper Texturing Workflow for Unreal Engine

Looks like Thomas answered everything :grinning:

The gamut expansion is subtle enough to ignore for the average texture in my experience unless you’re working with saturated colors near the Rec.709 boundary. The blue light fix may be more of a common issue since it has a bit of an effect into cyan and purple, but the blend is arbitrary and may not even be necessary. I generally disable it unless I need it- it’ll be pretty obvious if you have any bright blue emissives and don’t use the correction.

I agree. There’s a few shader-based ACES implementations(almost always from Narkowicz’s RRT+ODT fit), but imo it helps to have the background HDRI match as well and it reduces the need to manage however many Painter shaders you use. Sadly the LUT requires an additional step that I wish wasn’t needed, but you can set up a template with everything already enabled for your project.

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