Saving to an intermediate file format is not part of "modifying the look of
an image in a creative manner" in my opinion. I can not find public
discussion about using looks for other purposes.
I agree Blender OCIO integration has limitations, but I'm not sure how
integrating looks in a different w
On Wed, Oct 24, 2018, 2:23 AM Brecht Van Lommel
wrote:
> We've had this discussion before, and I still did not see the explanation
> from OCIO looks about looks being intended for this. The documentation
> seems to say something else.
>
You don't see it, yet it has been discussed with the lead d
We've had this discussion before, and I still did not see the explanation
from OCIO looks about looks being intended for this. The documentation
seems to say something else.
But even besides that, it's just poor user interface design to use the Look
setting for both artistic looks and saving to an
On Tue, Oct 23, 2018, 10:41 AM Brecht Van Lommel
wrote:
> On Tue, Oct 23, 2018 at 7:25 PM Troy Sobotka
> wrote:
>
> Does this refer to saving a render in log color space for loading into
> software that does not support OpenColorIO? I think it is using the Look
> feature for something it was not
On Tue, Oct 23, 2018 at 7:25 PM Troy Sobotka wrote:
> I'm fine with these sorts of changes in the bigger picture.
>
Ok, great.
> As we have discussed before, I also do not think we should require a look
> > to be specified for the Filmic view transform to give correct results,
> the
> > None l
On Tue, Oct 23, 2018, 9:53 AM Brecht Van Lommel
wrote:
>
> I don't personally mind removing the old RRT and Film transforms for
> example, as Filmic provides a good replacement. But renaming e.g. "sRGB" to
> "sRGB Native 2.2" or "Filmic" to "Filmic Log Encoding Base" is in my
> opinion not an imp
We do not break compatibility when we can reasonably avoid it.
I don't personally mind removing the old RRT and Film transforms for
example, as Filmic provides a good replacement. But renaming e.g. "sRGB" to
"sRGB Native 2.2" or "Filmic" to "Filmic Log Encoding Base" is in my
opinion not an improv
Maybe a compromise would be to kick out the old and broken stuff (e.g. the old
Film looks) for 2.8 (since that is the step that actually breaks compatibility)
and then have an updated config as a target for 2.81 (since that is the step
that needs discussion/review/etc.)?-- Originalnachricht-
I think that would be a really good goal for 2.81 also. I'm personally not to
sure how important backwards compatibility is, especially when fixing
problems-in this case it's kind of a shame that it's not a good goal for 2.80
at this point, since there's more of an expectation that things will b
If I've understood correctly the first "public" release for 2.8 is supposed
to be couple weeks after Bcon'18 so less than 3 weeks from now?
I do agree, though, it'd be nice if color management could be cleaned up in
2.81.
ti 23. lokak. 2018 klo 17.40 Troy Sobotka (troy.sobo...@gmail.com)
kirjoitt
On Tue, Oct 23, 2018, 4:07 AM Brecht Van Lommel
wrote:
> For a completely
> different config, we would need to provide some level of backwards
> compatibility and agree on the naming, I don't think there is time for
> that.
>
I was under the impression 2.8 was a clean break?
It strikes me as a
The targets for the 2.80 release are quite fixed already, it's too late to
make disruptive changes.
If you want to submit a patch that adds P3 support to the existing config,
or remove some legacy things, we could accept that. For a completely
different config, we would need to provide some level
On Mon, Oct 22, 2018, 10:28 AM Brecht Van Lommel
wrote:
> Here are the notes from today's developer meeting. Next meeting is Monday,
> 29 October 18:00 CEST (16:00 UTC).
>
> 1) Blender 2.8
>
> * Work continues towards the beta, an update on the current status will be
> posted on the code blog and
Hi all,
Here are the notes from today's developer meeting. Next meeting is Monday,
29 October 18:00 CEST (16:00 UTC).
1) Blender 2.8
* Work continues towards the beta, an update on the current status will be
posted on the code blog and presented at Blender Conference.
* There were many fixes to
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