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el profesor
Registrace 14. 12. 2017
I am a german professor for animation and visual effects.
AgX Blender 4.2 Alpha vs. ACES ODT rev060 +++ PLEASE READ NOTE +++
+++ Update 24/06/24 +++
The upper sequence for #AgX was rendered in linear rec.709 and the other sequence for #ACES was rendered in ACEScg rendering space.
//
Please note that the quality is affected by YT-encoding. To judge the result in perfect quality please download the original MP4 in 10-bit (encoded with ffmpeg in NATRON).
I have rendered my research scene with an animated #HUE light and extreme intensity again in #ACEScg rendering space and with ACES ODT rev060 comes a look called "Blue Light Artefact Fix". This will fix the color shift when the area light is pure blue (0,0,1) and animated to purple (1,0,1). The issue is visible in the bottom sequence at 1:16. This is unfortunately a stacked workaround and needs to be fixed in the view transform protocol.
In Blender I am using the "Convert Colorspace" node (From: aces; To: Utility - Look - Blue Light Artefact Fix). The results between the view transform "ACES 2.0 Candidate CAMDRT rev060" and "AgX" are very similar.
//
+++ Description +++
The Blender file contains two scenes. Click on "Shading" for the 3D scene and on "Compositing" to switch between the scenes. The "Convert Colorspace" node of the ACES scene needs the ACES ODT profile.
The 3D scene shows a sphere and plane lit by an area light. The area light is animated across the HUE values in 50 frame steps. Additionally, the intensity is animated from 0 W to 50.000 W to 0 W.
Use the Batch file for starting Blender with a temporarily changed color management. Use the portable version of Blender 4.2 Alpha and change the paths in the Batch file for the ACES ODT and Blender folder.
//
Sources:
Original MP4 10-bit: drive.google.com/file/d/1DLTcwUWqo1V5sTVZHedDUdComNeMT3rw/view?usp=sharing
Blender Scenes (AgX/ACES): drive.google.com/file/d/12FVfgeetD2qlciEW693HZyDxtGaChHw2/view?usp=sharing
ACES ODT rev060 with Blender Batch (needs to be edited for paths): drive.google.com/file/d/1-jgby6gIpFjrauWDg6cQYUivvbQTH18y/view?usp=sharing
The upper sequence for #AgX was rendered in linear rec.709 and the other sequence for #ACES was rendered in ACEScg rendering space.
//
Please note that the quality is affected by YT-encoding. To judge the result in perfect quality please download the original MP4 in 10-bit (encoded with ffmpeg in NATRON).
I have rendered my research scene with an animated #HUE light and extreme intensity again in #ACEScg rendering space and with ACES ODT rev060 comes a look called "Blue Light Artefact Fix". This will fix the color shift when the area light is pure blue (0,0,1) and animated to purple (1,0,1). The issue is visible in the bottom sequence at 1:16. This is unfortunately a stacked workaround and needs to be fixed in the view transform protocol.
In Blender I am using the "Convert Colorspace" node (From: aces; To: Utility - Look - Blue Light Artefact Fix). The results between the view transform "ACES 2.0 Candidate CAMDRT rev060" and "AgX" are very similar.
//
+++ Description +++
The Blender file contains two scenes. Click on "Shading" for the 3D scene and on "Compositing" to switch between the scenes. The "Convert Colorspace" node of the ACES scene needs the ACES ODT profile.
The 3D scene shows a sphere and plane lit by an area light. The area light is animated across the HUE values in 50 frame steps. Additionally, the intensity is animated from 0 W to 50.000 W to 0 W.
Use the Batch file for starting Blender with a temporarily changed color management. Use the portable version of Blender 4.2 Alpha and change the paths in the Batch file for the ACES ODT and Blender folder.
//
Sources:
Original MP4 10-bit: drive.google.com/file/d/1DLTcwUWqo1V5sTVZHedDUdComNeMT3rw/view?usp=sharing
Blender Scenes (AgX/ACES): drive.google.com/file/d/12FVfgeetD2qlciEW693HZyDxtGaChHw2/view?usp=sharing
ACES ODT rev060 with Blender Batch (needs to be edited for paths): drive.google.com/file/d/1-jgby6gIpFjrauWDg6cQYUivvbQTH18y/view?usp=sharing
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Color Management - Tone Mapping: AgX versus ACES 1.2/1.3
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Color Management - Tone Mapping: AgX versus ACES 1.2/1.3
im still super curious about the background of AGX VS ACES and what each are supposed to accomplish. It seems to be ACES offers better integration into Plates and Live action Footage in Post, by taking away the guesswork of colour conversions, but AGX gives good results quicker for more "common" usecases where Integration of real footage is not a key factor. Is that an accurate assumption?
There is a new color transform in Blender 4.2 called "Khronos" which preserves important colors from textures, e.g. label data, for the color representation of the original sRGB data. ACES 2.0 looks very much improved and fixes the problem with collapsing HUE colors, but it still needs a stacked workaround to fix the blue/violet color shift problem.
Any chance for a tutorial?
hello! is that [SPEC = ((IOR -1) / (IRO +1))^2] / 0.08 or SPEC = [((IOR -1) / (IRO +1))^[2 / 0.08]. I think it reads...'raised to the power of 2/0.08', which is '...raised to the power of 25'.
I am from the future 🫡
Agx is natural looking
.
ACES gives that contrasty look, but everything else is just pain in the a*s. Colors are completely off, ACES have strong shift towards blueish/magenta tones. The future of CGI is in spectral rendering with lightwave frequences instead of some aproximate values that represent colors, and AgX for now is the closest to catch real life light behavior i think
Arnold is super expensive render. with same setting you can render animation in Cycle but when you use arnold you can not render animation. NOICE Denoiser in Arnold is useless for animation. it is also mentioned in the Arnold documentation that NOICE denoiser is not for animation. As per quality standard i feel it is very near and it is upto artist. I feel it is 10% here and there nothing more than that. Blender kicks arnold when it comes to rendering and real time preview which is very crucial in 3D and VFX
There is just one Arnold Noice. But it looks like the Post denoiser in the Render View works differently because it doesn't use the denoiser AOVs. You need to denoise the sequence by Arnold > Utilities > Arnold Denoiser (noice) manually. Unfortunately the Arnold GPU isn't still supporting AOVs.
agx desaturates with high exposure unlike filmic
Concerning analog film material, this is correct. If you compare the color sweeps of ACES, Filmic, and AgX with that of an ARRI film camera, which shows how color and light are recorded, then you will understand why the AgX protocol shows none of the known problems with ACEC or Filmic. Desaturated colors can be color-corrected in post-production (grading).
it's just perfect
car dowland pls
nice tracking please made tutorial
agx has great tone-mapping than... but it's like a raw file needs post-process
A raw file needs to be view-transformed anyway. Every view transform needs more or less a final color grading.
Thanks. Do you have an idea why flat plane get Fresnel effect on Blender (especially arround 1.45) like a sphere would do. And do you know how to prevent it ? Thanks...
The Fresnel effect is a reflection that depends on the viewing angle. In Blender 4.0, the Principled Shader has now been adapted so that the Fresnel effect is correctly adjusted physically via the IOR. The intensity can still be controlled via a specular value. In versions prior to 4.0, the IOR does not control the Fresnel, but the Specular value. The default value of 0.5 creates a Fresnel effect on every object. You simply can prevent this by using the IOR formula in 3.X and setting the IOR to 1.0 for this formula or you set the IOR to 1.0 in Blender 4.X.
Thanks for your answer @@3dvfxprofessor
Looks like ACEs works better with bright scenes, and Filmic with dark scenes. AgX is in the middle.
The ACES transform protocols are broken. They are not able to create overall consistent and stable results.
Nice tracking #elprofesor keep up the good work.
Thanks! It's not perfect because the AFX tracker can't track micro-movements with motion blur. I need to take a look into NUKE and maybe 3D Equalizer. But overall it's good enough for my course concept. It's fast and fun. This version also uses half the size of the render layers. I scaled them up and used some filters like sharpen to match the iPhone backplate look as good as possible.
i legit said "Why does it look like a lego car?" then i realized and went "OH IT IS A LEGO CAR" lmaoooo
Thanks for the funny comment. Appreciated! 😊
Is there a HDR (HDR10/Rec.2100) version of AgX with adjustable peak brightness?
Hi! Thanks for the video, how did you apply the AgX view transform?
WIth Blender. But you can use the AgX OCIO in Maya, NUKE or AFX, too.
Yes this problem is annoying.There are color shifts in ACES and synchronization with textures causes a lot of problems. Agx seems like a good solution. However, it is newer and it is not known how to get full efficiency with the tissues.
Thank you for adding new ACES updates. Regarding ARRI - K1S1 does not give enough justice to their colour. It is outdated as much as ACES 1.2 is. Please consider comparisons using AWG4 and the rest of their REVEAL Color Science. The difference is night and day. And a question: what is the colour value of your white (standard surface I guess?. not a Maya user so I can not check the scene)
aiStandardSurface with Roughness: 1.0.
www.arri.com/en/learn-help/learn-help-camera-system/image-science/reveal-color-science
@@3dvfxprofessor I ment the value of albedo/base color.
@@piotrus3333_CGI The standard value of 0.8 (white).
@@3dvfxprofessor thank you. all clear.
Is there a way to use agx in unreal or unity, maybe through LUTs?
What is broken with ACES?
The protocols for view/color transform. Just watch the video. ACES is not able to produce a correct and natural-looking result. There are color shifts and collapsing HUE colors.
Check my other videos about this topic. Troy Sobotka has a lot of EXR images for testing on his GitHub page. Or just google "Obi-Wan face blue light" and you see good examples of what ACES is messing up. This won't happen with AgX.
@@3dvfxprofessor Yes I'm just in the midst of trying to familiarizing myself with these terms. Would you mind clearing something up for me? For instance at 0:51 we see a mostly blue light source hitting the sphere. We are getting a purplish hue on the sphere, and a mostly blue hue on the walls. As my understanding goes, this is from the Abney effect, stating that as more value is introduced to the light, the hue should shift and eventually just appear white at super high values. Two things about this 1. Does this have to do with hue shift? 2. Isn't the Abney effect a natural phenomenon and desirable? I don't see it very much in AgX compared to ACES. I see the shift to losing saturation but not much hue shifting. Is the ACES form of this too pronounced maybe? I'm not sure I can detect hue collapse yet, but I'm looking at your videos and others.
Hi@@BoboTheImp The HUE shift has nothing to do with the Abney effect. The Abney effect describes the perceived color shift by the stimulus that occurs when white light is added to the light of a monochromatic light source. What you see in the video is a result of the ACES color transform protocol which does it wrong. The Abney effect would occur when you have a blue color being desaturated towards white. The stimulus lets your eyes and brain see purple colors in between. When you use a colored pure blue light source shining onto a white background the background looks blueish. If you raise the light intensity the background will get brighter but not bluer than blue. That's what AgX is doing correctly. And this is the problem with the ACES View Transform. ACES tries to keep the purity of colors and doesn't desaturate the colors toward white. This ends up in a HUE collapse because there is no higher blue than the blue of the HUE spectrum. The color shift from blue to purple is a specific error in the protocol. The newer ACES 2.0 is doing something similar to AgX now in this scene. But it still looks oversaturated. Now folks would say that this is fine now but when you do further tests with a a different setup (check my latest videos) you will still get bad results while AgX is doing it perfectly. Troy Sobotka has published an archive of EXR images with extreme situations on GitHub for testing. The only protocol which is able to deal with all of them is AgX. Every other protocol fails. Especially ACES.
@@BoboTheImp, you can see the HUE collapse very clearly here: czcams.com/video/7-zFWruNJ7U/video.html
AgX looks great, that ACES 2.0 candidate makes me lose hope for 2.0
There is no hope. ACES is deeply broken. People argue why it's broken when it's widely used in the film industry? I answer: "You are brainwashed by the term INDUSTRY STANDARD!" There are a lot of examples with horrible results. No one cares because it can't even be fixed by color grading when the initial result is clipped or collapsed. Especially when it comes to blue and the "line of purples" colors.
In my description is also a link to a 10-bit MP4 without compression artifacts of CZcams.
What OCIO did you use for AgX in Maya, is it the original Sobokta one or a custom one?@@3dvfxprofessor
@@DomZeal You can use the one of Blender 4.0 from EaryChow on GitHub. I recommend to check out the OCIO collection of "Joegenco/PixelManager" on GitHub. The AgX-Resolve Default is really nice. Or the ARRI K1S1. Troy has a lot of EXR images for testing on his GitHub page.
@@DomZeal The results in my movie were view transformed in Blender 4.0 by using the specific OCIO profiles. I cross-checked in NUKE. Same results.
Wow!
Wow!! sehr schön!
AgX looks even worth than Aces, filmic or logarithmic. Its just give you made up colors insted of actual color space. So messed up and disappointing...
You're right... still with ACES 1.2 in Blender / Nuke and 1.3 in Davinci Resolve to fix the clamping bug on raw footages.
AGX is now part of Blender. Aces needs a workaround.
The ACES transform protocol is broken and needs to be fixed. There is no workaround. ;-)
@@3dvfxprofessorso I can’t use ACES at the moment in blender or do I misunderstand?
@@jbdh6510 You can use ACES by replacing the specific OCIO file in the folder for color management.
More:)
Top image look better. Bottom image suck. Which one is which one? I don't know.
The top is AgX. Bottom ACES.
@@3dvfxprofessorthanks for the video. With version of ACES and is gamut compression being applied?
Does it works on Eevee?
rn, cycles is lot faster than arnold, but if you care about Quality it's arnold, if you don't care about Quality you should use cycles. arnold is used in almost every big budget film, it has best quality, but it takes lot of time to render on single pc, cycles is not used in lot off films, it doesn't have the best quality, but it gets job done in less time
+++ CORRECTION +++ "And it's not used at all in the industry." was wrong translated in my brain. I wanted to point out "Arnold is not generally/everywhere used in the industry". Thanks to @andrews4084 for the comment. There are not that extreme differences in Quality between Arnold and Blender when it comes to casual work. Arnold has more options in the standard PBR shader but the core path-tracing technology is the same. Arnold is one of the industry renderers for two reasons: its history and the capability to deal with high complexity. And it's not used at all in the industry. The bigger studios like WETA or Animal Logic have developed their own renderer as PIXAR did with Renderman or Dreamworks with MoonRay. Brecht van Lommel (one of the Cycles coders) has worked for Solid Angle on Arnold in the past. ;-)
Arnold is not necessarily better, Blender in this test is more realistic, and Arnold was less, but there are other tests where Arnold is clearly superior, such as rendering eyes realistically, it is best to combine the best of both and reach the best result
@@NoiecityHacking I'm not only talking about realism, Export settings, render passes, shaders, etc.
@@3dvfxprofessor You say Arnold is "not used at all in the industry". Many movies have been rendered entirely with Arnold (especially special effects-heavy movies).
@@jimmyblimmy Thanks for your comment! That was a translation error. I wanted to point out that "Arnold is not generally/everywhere used in the industry". WETA and Animal Logic for instance had to develop their own renderer for specific reasons.
This looks great!! Nice work and nice idea. How did you capture the top of the statue, did you use a drone?
Amazing, was it difficult to achieve the effect?
When I remember right it was very straight forward and not complicated.
AgX seems good but prefer ACES for the workflow in production.
Don't see what all the hype is about, just want a single linear encoding system that encompasses all current colourspaces and downconverts to display identically across monitors, which we hoped ACES would be the one final solution for.
I think you don't understand it. obviously the colors are way better with AGX, aces is primarily developed for movies and a certain style. AGX is way WAY better@@locinolacolino1302
Black lvls dont match.
I have some problems with your claims. You tested this in Blender, blender has a ton of problems regarding color management and i suppose you used cycles ? Do the same in vray or renderman or mantra/karma in Aces and do the conversion in Nuke under Aces color pipeline please and show us the screenshots. You used an extremely buggy non production optimized software - Blender ( a software i love and use but i know it has a ton of problems) to claim ACES color space is flawed ? Did i understand it correctly ? And i am not interested to get an Arri "look" for my renders, but color consistency across all applications. The look is determined at grading phase at the end.
There is no Blender problem here. How do you come to the claim that Blender is extremely buggy? In what case? We are using Blender since 2016 for commercial productions. The problem is the color transform protocol of ACES. Troy Sobotka has been pointing out the fundamental problems for a very long time and they have been confirmed by Alex Fry. You will get the same color transform issues with EXRs coming from Arnold, Redshift, etc. in NUKE, Fusion, AFX ... using the specific OCIO profiles. Alex Fry answered my test on LinkedIn: "The issues you’re pointing to in the current RRT/ODT rendering are absolutely real, and absolutely a problem." If anyone has a deep understanding of this topic, it is currently Troy and Alex. Source: www.linkedin.com/feed/update/urn:li:activity:7033776158114508801/?comment
"The look is determined at grading phase at the end." That's right, but ACES has serious issues like color shifts when it comes to a proper color transformation. I recommend making some tests with AgX and you might understand the difference.
"to claim ACES color space is flawed". The ACES color space isn't flawed. It's the color transform protocol to compress eg. ACEScg color space to eg. Rec.709.
you're the reason why vfx houses are crushing down. Conservativism at all costs. AGx is newer technology, better optimized for today's needs than ACES. More flexible cause allows indipendent studios to create they're own pipeline adjusted to their color needs. Keep getting old while the world goes round, you'll be extremely happy and well employed I guess ahah
Least Hateful blender hater
AGX is fantastic but so many scripts need Linear to be defined in the color settings for their baking to work. Argh
This is really amazing can you please tell me that which color space did you used to render?
Blender's standard color space Linear Rec.709.
@@3dvfxprofessor it looks real 😍
@@MustafaKhan-fs3np The main secret is an HDRI I've shot with the Insta360 One R and the most effort went into the compositing and the window's reflection of the facade. 😀
@@3dvfxprofessor will love to see the process of creating this video 😍❤️
@@MustafaKhan-fs3np Color Transform protocol was AgX (now in Blender 4.0).
That is not a fair comparison. You are just considering one single static scene with almost no complexity and without any particular lighting conditions. In this line, ANY render engine will succeed somehow. If your point is that you can get a very similar result with Cycles in some scenarios, that is out of the question. But we don't have to be so condescending with our working resources. I feel a lot of frustration with Cycles in many cases where something conceptually simple like contact shadows get completely off, or the skin of the character looks plastic and unrealistic and you have to spend a lot of time trying to get work, the poor ACES workflow performance adding to the lack of personality of Filmic workspace, and the general low appealing of straight Cycles' beauty, which is not the case with Eevee when you can properly get it work. I think Cycles is at a good pace and the last update was huge, but it is still not at the competition level in many scenarios, like hero products visualization in Motion Graphics. Not to mention that I have gotten rejected renders many times in the early stages of the project with Cycles because of the render engine limitations, something that has never happened to me with Arnold, but neither with Unreal (also free) or Octane (free inside Blender). In any case, thanks for sharing, any work that allows for placing Blender in the CGI ecosystem is always welcomed.
Thanks for the comment. Yes, this scene is not representative of complexity and all possibilities. It's one possible comparison and very outdated now. Blender and Cycles have been improved since then. I am working on an interior project actually with over 140K meshes. Cycles is dealing with this very well. There are now many examples that show that there are hardly any differences in the engines. You have to additionally differentiate here which tasks you have to solve. Big productions like WETA, for example, use their own solutions because commercial renderers can't meet the demands.
I am coming from Softimage with Mental Ray, Arnold and Redshift. We are using at my studio Cycles for commercial projects since 2016. I don't see a problem here that Cycles can't solve with as high a quality as Arnold or Redshift. In the end, it is also a matter of experience with such productions and their customers.
@@3dvfxprofessor Yes, sure. I also think you can do pretty much the same with cycles if you know how to do it. I use it alongside the others as well. But the issue is that we don't get the nice results we would like to have on the first try, and we have to rely on compositing for many color management tasks, for example. That, at this moment, is far frustrating. In the last live Pablo mentioned the issue of migrating to ACES and how challenging it was to make Filmic the default due to the compatibility issues. But times go on, and ACES is why superior. Every render engine out there uses it. And there are many other issues that I hope will be addressed in the near future, Cycles has a way to go yet to fully catch up and then overcome the rest. By the way, I found that Gleb mentioned your work on his new lighting course. Well deserved ;).
@@yonlaycabrera4431 Thanks again for your time and thoughts. Appreciated! What? Gleb mentioned me? I need to check this out. Do you have a link with maybe a time code?🙂 I am in contact with Troy Sobotka and I was shocked that ACES has extreme weaknesses in the transformation of HUE colors. I made some tests and published them on my channel. The extremes are not noticeable in everyday production, but AgX is currently superior to ACES. Troy is currently working on an improvement to get as close as possible to the color sweep of a film camera. He rightly criticizes ACES for being the industry standard and the developers' lack of interest in solving the problems.
@@yonlaycabrera4431 I can recommend this video series about color management. This is the best and most well-described content I found about the confusing topic on the web so far. czcams.com/video/68xlyvRewKk/video.html
Impressive demonstration.
Sorry, I just can't get anything at all from a video with no narration.
It's pretty simple. Just copy the node setup.
In Blender, if you're gonna render with GPU you have to change the tile size to around 256-512 pixels. 16-64 pixels is meant for cpu's only so this could be done in less time if settings were right.
You're right today. But this wasn't the case in older Blender versions. czcams.com/video/WVjBevFZmes/video.html
Yes, I always try and manually adjust specular on the fly depending on the material scenarios. Thank you for sharing this formula Michael, it's very helpful and much appreciated...
So this one here was also done in Blender with comp nodes, instead of animating the light with the respective render engine and rendering multiple frames?
Thanks for your interest. I am actually looking into the old tests. It looks like I started a Blender scene but finally used Maya with Arnold. I need to sort this out and will also link the scenes here.
Here's the scene: bit.ly/3G16B7q
It was animated light.
@@3dvfxprofessor ha, thanks for the update!
Nice work thanks for the comparison - I want to do similar test with my own scene. Can you tell me which exact values you keyframed here in redshift for the exposure? (Light intensity or RS photographic exposure f-stop value of the camera?). Best wishes!
The exposure animation is done in Blender's compositor.
@@3dvfxprofessor I see, thanks. And the other hue experiment was also done after the render with compositing? Or did you render that one?
@@BlackPantherElite This one was done in the post using Blender with ACES, Filmic, and AgX. I have updated the information below the video with a link to the Maya project with the RS-Proxies (you can't animate anything here): drive.google.com/file/d/1nbIH84pM5odqmNtTOC1A4zjV-FXJIrjZ/view?usp=share_link
@@BlackPantherElite The other ones were rendered in Blender by animating the HUE colors and the intensity of an area light.
@@3dvfxprofessor Thanks for the answer! That is interesting, is there a specific reason you did this one via compositing and the hue one via a full animated rendering? My question being, how do you think would the rendered animated light compare to a hue change of the EXR via compositing?
Nice tracking and render, but a bit funny to see these giant fingerprints on lego pieces :D
Yes, because a giant build this model. ;-)
awesome!