I like your progression. dof is really subtle!
What were your render settings?
Quote from: sjefen on August 26, 2019, 06:17:36 PMAn update with depth of field and higher resolution.
Also, the first image is straight from TG, while the second has been adjusted in Lightroom.
I also think some of my problems with this scene is that the mud is to dark and I'm trying
to fix it by brightening the shadows and that makes the trees look strange.
To something different. I'm not sure if Terragen does this already, but I have a feeling it
doesn't, so can @Matt please take a look at this video and see if there are any possibilities here?
I like where this discussion is going... I have a lot of interest in this myself lately.
I have seen that Blender video quite a while ago and it made me read quite a bit on it for past couple of months.
I don't know either how wide TG's gamut is. There's a lot of dynamic range in EXR, but colour-wise I'm not sure and that's a different discussion to how many stops of light (the dynamic range I refer to) you can stuff into EXR. Which is insane. However, in sRGB bright saturation colours become solid white much more quickly than when you work in wider gamut.
TG renders linear internally and a colour transform applies gamma so you look at a natural looking image in your renderviewport, because a linear render just looks dull and grey and not how you usually view images.
Blender Filmic is such a view transform.
The linear rendering internally also follows some kind of colourspace definition, dependant on primaries as starting point and probably a lot of other processes afterwards.
Primaries are the conversion of your shader input sRGB's to linear red/green/blue values and they can follow specifications.
Right now, if I'm correct, if you inspect a .tgd the colours of your shader are the median of the RGB linearized value.
So RGB @ 128, 120, 130 has a median of 128 which linearizes to 128/255 = 0.5019.
This hints to me to that TG's renderer uses sRGB primaries.
However, this does not mean that internally colours cannot become richer than sRGB, but I don't know for TG "how far" that goes. Does it extend far beyond sRGB? Do we really have a lot more colours in linear scene space or just a little bit more?
These are retained in your 32-bit float EXR.
To my knowledge, any other output format has its colours and its brightness/saturation clamped to the limits of sRGB.
So it could well be that Blender is also using sRGB primaries and that the Filmic view transform is what it's all about and thus what we perhaps also wish for.
Or perhaps this view transform needs a wider gamut in linear scene space to work correctly. I keep thinking of how colours wash out when they become brighter and how much less that happens when rendering in wide gamut internally, which then would allow for a more correct film emulation view transform.
Anyway, I don't know exactly. I would like to know more too!