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Tagged: color correction, color grading
- This topic has 4 replies, 3 voices, and was last updated 2 years, 7 months ago by xeon.
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2022-05-22 at 7:13 pm #52264nookiParticipant
Hi,
whats the best way to do color grading for the “final look” when using blender > v3d?
Unfortunately, curves in the color management tab do not work/ export. I also looked in the post processing puzzles, but theres only brightness/contrast and no color grading… Am I missing something here?thanks for your help!
best regards, mario2022-05-22 at 7:46 pm #52265xeonCustomerWell … color grading for webgl is a repetitive adjustment process… even more so than video.
The first thing you have to decided on your method of color management. I would suggest sRGB. Once you have calibration set between Blender and verge… the fun begins.
If your scene uses only the hdr environment to light your scene it will be a lot easier. The lights in blender or any 3D app and how those are translated to verge has a lot to be desired. Combine this with how your gpu handles the light and you can get different results on different machines. So determine our main target devices and adjust to it knowing the others will be close.
Once the main lighting is done we target any Pantone colors first — client logos are where we don’t have any chance to get wrong. Using the calibrated monitor you have setup. We eye ball color to a pms card then if client is really picky break out a color calibrator and adjust the color if the material or texture to hit desired result with approved scene lighting.
You will find that after this the only way to further color correct is to modify your textures and materials.
For best results we find baking textures in cycles then creating atlas maps of similar parts and this gives us the ability to color correct things in groups.
Good luck
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2022-05-23 at 8:11 am #52270nookiParticipanthi xeon,
thanks for your answer!The first thing you have to decided on your method of color management. I would suggest sRGB. Once you have calibration set between Blender and verge… the fun begins.
Sure thing, already did this. Blender scene and v3d export is 1:1 the same.
If your scene uses only the hdr environment to light your scene it will be a lot easier. The lights in blender or any 3D app and how those are translated to verge has a lot to be desired. Combine this with how your gpu handles the light and you can get different results on different machines. So determine our main target devices and adjust to it knowing the others will be close.
Good point, I only used IBL so far. I will need to test how realtime lights will behave in this setup. In our projects, we define a main target device and thats the reference for performance / colors.
Once the main lighting is done we target any Pantone colors first — client logos are where we don’t have any chance to get wrong. Using the calibrated monitor you have setup. We eye ball color to a pms card then if client is really picky break out a color calibrator and adjust the color if the material or texture to hit desired result with approved scene lighting.
Actually, that’s not my problem. I’ve already done setups with threejs for clients where color fidelity was extremely important – I know this process can be very annoying.
But actually I’m looking for a way to easily adjust the look or the colors of the scene. e.g. give the scene a cool blue look. Of course I can adjust the light and materials for this (and it’s the best option in terms of performance) – but it takes much longer and isn’t as flexible as simply changing the output.
In Blender I can easily edit the RGB curves to achieve this goal.
In Unity3d (which also has a webgl export) there are settings like channel mixer or color adjustments, color curves etc. which allows for great flexibility.
There is a LUT example for threejs, that might be another option.
So far I’ve only found the option for brightness and contrast in v3d – another puzzle to be able to adjust the RGB values would be very helpful from my point of view.
best regards
mario2022-05-23 at 8:24 am #52274Mikhail LuzyaninStaffUnfortunally there’s not so much ways to effect the whole rendering picture, so better to setup all materials and lighting how it must be in the final result.
Co-founder and lead graphics specialist at Soft8Soft.
2022-05-23 at 3:20 pm #52298xeonCustomerWould be nice but to have more control but we don’t yet. Hoping for it one day too.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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