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This is a big change with a lot of development work compared to v0.0.75. Here is a summary of the notable new features:
Tonemap
Replace tonemapping function with a piecewise hyperbolic compression function with power and parabolic toe compression.
See this desmos plot for details on the math.
And if you're curious about other options and a verbose history of the development, check out these posts on the acescentral thread. In particular, this one and this one.
First pass model and presets for HDR displays
Chroma Rendering
Switch to using a "weighted vector length" norm. This allows a massive complexity reduction while preserving the nice rendering features I was trying to achieve with much more complex methods before:
More saturated colors especially blues and reds render darker, while yellow and orange renders brighter
Saturation boosted along the red/blue axis while keeping magenta and yellow under control
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This is a big change with a lot of development work compared to v0.0.75. Here is a summary of the notable new features:
Tonemap
See this desmos plot for details on the math.
And if you're curious about other options and a verbose history of the development, check out these posts on the acescentral thread. In particular, this one and this one.
Chroma Rendering
Switch to using a "weighted vector length" norm. This allows a massive complexity reduction while preserving the nice rendering features I was trying to achieve with much more complex methods before:
Switch the rendering colorspace to Truelight LMS, described in Chromaticity coordinates for graphic arts based on CIE 2006 LMS with even spacing of Munsell colours by Richard Kirk.
Apply chromatic adaptation for white-point handling as LMS scales in the rendering colorspace.
Calculate whitepoint normalization factor based on whitepoint and output display gamut, and concatenate with other output domain scale elements
Add inverse transform
Completely rework and massively simplify InverseEOTF and EOTF nodes
This discussion was created from the release OpenDRT v0.0.80.
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