Computer graphics instructor @CGCookie and product manager @OrangeTurbine

Seattle, WA
Joined June 2013
UV Flow is out of beta, by the way. I'm pretty happy with how the featured render turned out. I had been working on a sweet release trailer and tutorial but had to pause that to focus on Retopoflow 4 for now. I will be back at it in a few weeks! blendermarket.com/products/u…
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Jonathan Lampel retweeted
Replying to @JonLampel
Rec.2020 and ACEScg *can* give you more color, but only if your display device is set to something larger than sRGB, like P3. In that case you can end up with more colors than the Rec.709/sRGB combination would give you.
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TL;DR: Larger working color spaces don't get you more colors in your render, but they can help the render engine mix colors without losing energy. Thanks to Eary Chow (whose version of Troy's AgX made it into Blender) for explaining this on Blender Artists.
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And, while cool, remember that rendering is approximations all the way down, the horseshoe graph is not universal to all humans, and that "physically accurate" is never fully true. When in doubt, just go with what looks good to you or your client.
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ACEScg has its green outside of what is physically or perceptually possible. It's a fully imaginary color, so there are some added complications and I wouldn't go for it unless you need it for compatibility. Rec.2020 defines R, G, and B as actual wavelengths, so it's a safer bet.
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But if you use those same colors in Rec.2020, you're multiplying [0.329,0.92,0.88] by [0.627, 0.069, 0.016] - not black! The buffer helps avoid multiplying by zero and we get some color. Energy is better preserved.
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Well, in some cases, it can improve the math in the render engine. If you put a pure red texture (sRGB) on a light and use a pure green texture (sRGB) on an object and render with Rec.709, you're multiplying [1,0,0] by [0,1,0] and get [0,0,0] - black!
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So, using a pure green from a wider gamut in a render doesn't get you "more green" or "more saturation"... it gets you clipping! Or it gets transformed back to a Rec.709 green anyway. So why even use a wider gamut to begin with if we can't actually output those colors?
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The main thing to remember is that most displays can only display sRGB, which has the same coordinates for colors as Rec.709. So, if you choose a larger space, any color outside of Rec.709 has to be clipped or transformed to fit back into Rec.709 by the view transform.
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Those three values are the anchor points which give coordinates to all other colors. In Rec.709 the circled color blow is [0.75, 1, 0.5]. In Rec.2020, the same circled color is [0.666, 0.958, 0.288]. Same color, different coordinates.
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In Rec.709, "green" is defined as closer to the middle of the graph of possible perceptible colors. In Rec.2020, "green" is right on the limit of perception and corresponds to a wavelength of light. And in ACEScg, "green" is fully outside the realm of possible colors.
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But the render engine knows nothing of color and does all calculations on a set of any three values. R, G, and B, but it could be yellow, pink, and turquoise for all it cares. It's just numbers. The working space is what determines what actual color those three numbers refer to.
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First, the graph. That horseshoe shape is the range of all perceptible colors that we currently know of. The yellow line on the outside is the wavelengths of light that correspond to the purest colors. Every color in the middle is a combination of those outside wavelengths.
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Blender 5.0 comes with new options for working color spaces - Rec.2020 and ACEScg. Which should you use? Turns out, bigger is not always better! You don't get "more colors". Here's why 👇🧵
We made a short film! In 48 hours. It was maximum fun and stress all at once. And the result, well, that's on the internet now 😄
The Seattle Blender Users Group made a movie for the 48 Hour Film Project this year, and I did some of the VFX! I hereby present Little Faustian Library, starring @JonLampel: piped.video/watch?v=E7_LTg1a… Content warning: comic gore.
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Jonathan Lampel retweeted
It's official. Retopoflow 4 is live! This full rewrite is a massive leap forward in both speed and design. It's a passion project we've been working towards for years and it sets us up to keep improving retopology in Blender for years to come.
Jonathan Lampel retweeted
📢 There's less than one week before Retopoflow 4 is out of beta. After that, the price goes back to usual: superhivemarket.com/products…
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In Blender 5.0, you can finally make custom glare. You can even plug in any image! Maybe it's time to make some lens flares...
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You can finally theme curve inputs in Blender 5.0! Also, Minimal Dark is now fully compatible. Check it out and give feedback or drop a rating if you like it: extensions.blender.org/theme…
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I'm experimenting with a slider that pushes bright colors towards the primaries. The idea is that skewing away from cyan, magenta, and yellow might help digital renders look more like film. Still a WIP but could have some interesting applications