Thank you for your insight! Since I now know that color pickers use filmic as View Transform, I played around with it a little longer. Apparently only colors that will actually be rendered are affected by it (not for example the theme editor). Maybe I was too fast to judge - having the color picker represent the transformed colors actually isn’t too bad since for example it allows you to see the correct desaturation of colors with values > 1.0 realistically. It’s just confusing when using it the first time.
Still there are two things that are wrong to me:
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colors pickers (at least for me) still use filmic when another View Transform is selected in Color Management.
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The Workbench engine also seems to use filmic. I was always wondering why the studio lights view look so washed out - this is the reason. It makes it unnecessarily hard to spot details in the mesh. Also Matcaps should be already colormanaged(?) so they look wrong too when using filmic.
the viewport as it’s seen in the viewport solid mode
how it should be imo (using worbench with srgb as renderengine))
Kinda Offtopic: Since filmic also affects Emission Shaders, it might be necessary to implement a “Constant” Shader for Cycles that displays textures with their own (srgb) view transform. Otherwise it’s impossible to add for example background photos that already are colormanaged by the camera. I imagine that’s not an easy thing with how color management currently works in Blender since View Transforms are usually just slapped on the whole image. Maybe it could be implemented in Cycles itself instead? Correct me If I’m wrong - I’m not familiar with Blenders source.