Color grading is surely one of my weaknesses - this is so much appreciated! Although, I still don't think I quite got a grasp on how the 'Color Calibrator Cube & Chrome Ball' came into play here when shaping the post-process categories...?
The calibrator is there as an anchor for "true" values to help you debug what is going on. Like maybe the color correction is off, but the calibrator looks red, perhaps the lighting in the scene has some strong color to it.
Yes, but when matching the color balance to a lower (redder) color temperature, the engine should introduce an inverse blue tint to compensate for it (to make everything look normal at specific lighting conditions). It's like camera white balance setting that aims to "cancel" the tint caused by lighting.
Nice video! Is it possible to create video with practical light and settings setup for mobile development? Recently I tried Android preview in engine and it completely messed up lighting, everything became overbright with one huge reflection light on metallic objects, colors were off too. I saw couple of posts on this subject, but without any responses:( thx!
We're trying to move to Rec.2020 or Rec.2100 colorspace (WCG) for crying out loud and I still see most of the industry uninterested about WCG, can we get over the pisspoor sRGB gamut already? cmon !!! There's only HDR being mentioned everywhere, but what about WCG! I'll never buy a monitor for only HDR, I don't care about "certain spots being more lit up" I think that would actually be annoying for most practical usage as a workstation, that's like only useful for movies, otherwise I want to protect my eyes, not put them on more strain. If HDR would't be completely toggable to turn off, that will be a disaster, we'll be hacking monitors too then haha!
Hmm, well, many of us visual art professionals call sRGB, sh*tty RGB. We tend to use color spaces like Adobe 98 and other , wider RGB color spaces. sRGB was created as a compromise lowest common denominator color space back in CRT days, for color space dummies, so most folks would see relatively the same colors across the widest range of monitors in usage - as in, non pros who wouldn't understand color spaces, let alone monitor calibration. Would be nice we went beyond sRGB's limitations, that means most (all?) 3D apps and game engines - without tricks and mods to the softwares. Please cover that topic please, I meet few 3D artists/game devs who even know to care about things like color spaces, gamut, dynamic range, Dmax, etc..
Precisely. Modern OS still fall short of support for stuff beyond basic standard dynamic range sRGB visuals. My experimental technology proposes usage of linear-gamma CIE XYZ as the "baseline" color space, so anything could adapt to any display with ease. It can even take monitor peak brightness and contrast into account and physically reproduce precise luminance values with 1:1 matching what imo is a hugely overlooked feature.
I enjoy these short videos more than those hour long live streams. Great job!
Instablaster...
Awesome! I love these bite-sized Unreal Academy videos.
how to colour grade/correct specific meshes or materials to match with the whole scene ?
Color grading is surely one of my weaknesses - this is so much appreciated! Although, I still don't think I quite got a grasp on how the 'Color Calibrator Cube & Chrome Ball' came into play here when shaping the post-process categories...?
The calibrator is there as an anchor for "true" values to help you debug what is going on. Like maybe the color correction is off, but the calibrator looks red, perhaps the lighting in the scene has some strong color to it.
@@SSCrow ahh ok. Thanks a bunch for that info.
Thank you guys ❤️
How to get editor color theme for ue5 of ue4
What is that scene/map?
Doesn't color temperature go the other way around in Kelvin? Higher values make it cooler and lower make it warmer, unless I'm missing something.
unless i'm hugely misunderstanding => kelvin = celsius + 273, so higher is higher
Yes, but when matching the color balance to a lower (redder) color temperature, the engine should introduce an inverse blue tint to compensate for it (to make everything look normal at specific lighting conditions). It's like camera white balance setting that aims to "cancel" the tint caused by lighting.
Nice video! Is it possible to create video with practical light and settings setup for mobile development? Recently I tried Android preview in engine and it completely messed up lighting, everything became overbright with one huge reflection light on metallic objects, colors were off too. I saw couple of posts on this subject, but without any responses:( thx!
I still don't know how to use these settings
Thank you!
How about games and movies?
Thanks for useful tips
can you recommend me the best books to learn Unreal Engine 4? (or for BP or C ++)
Superb
Well done unreal engine
very useful
4:10
5:27 톤 매퍼 끄는 법
We're trying to move to Rec.2020 or Rec.2100 colorspace (WCG) for crying out loud and I still see most of the industry uninterested about WCG, can we get over the pisspoor sRGB gamut already? cmon !!! There's only HDR being mentioned everywhere, but what about WCG! I'll never buy a monitor for only HDR, I don't care about "certain spots being more lit up" I think that would actually be annoying for most practical usage as a workstation, that's like only useful for movies, otherwise I want to protect my eyes, not put them on more strain. If HDR would't be completely toggable to turn off, that will be a disaster, we'll be hacking monitors too then haha!
A tilday key?
~
Nice I thought it was 9 hour 55
Ага спасибо. Как всегда самьіе крутьіе. 8) пфф... а. Ух..
Hmm, well, many of us visual art professionals call sRGB, sh*tty RGB. We tend to use color spaces like Adobe 98 and other , wider RGB color spaces. sRGB was created as a compromise lowest common denominator color space back in CRT days, for color space dummies, so most folks would see relatively the same colors across the widest range of monitors in usage - as in, non pros who wouldn't understand color spaces, let alone monitor calibration.
Would be nice we went beyond sRGB's limitations, that means most (all?) 3D apps and game engines - without tricks and mods to the softwares.
Please cover that topic please, I meet few 3D artists/game devs who even know to care about things like color spaces, gamut, dynamic range, Dmax, etc..
Precisely. Modern OS still fall short of support for stuff beyond basic standard dynamic range sRGB visuals. My experimental technology proposes usage of linear-gamma CIE XYZ as the "baseline" color space, so anything could adapt to any display with ease. It can even take monitor peak brightness and contrast into account and physically reproduce precise luminance values with 1:1 matching what imo is a hugely overlooked feature.