can blender render textures with "adobe wide gamut RGB" color space?

I need to know if blender can render images with “adobe wide gamut RGB color space” and with how many bits per channel is it capable to render maximum…is it capable to render models with textures that have 16 bits per channel (or more)?

(adobe wide gamut RGB color space is not adobe RGB)
adobe wide gamut RGB color space: https://en.wikipedia.org/wiki/Wide-gamut_RGB_color_space
adobe RGB color space: https://en.wikipedia.org/wiki/Adobe_RGB_color_space

thanks!

Yes. Render engine itself is colorspace dumb, it deals with numbers and you can feed it with whatever gamut you like. The main problem is, how do you handle the 2.2 gamma as there is no linearization option for that. To overcome this, I would convert all textures to linear exr in wide gamut, so that you can read them in as raw data. Save the result as exr and treat it afterwards as a wide gamut rgb file. Keep in mind, that what you see will not be what you get in Blender viewers because they don’t do proper conversion to sRGB (or P3 or whichever display device you have) for output.

Render engine internally works in 32 bits per channel, all inputs are converted to that afaik. So 8bit, 16bit etc textures all get converted to 32bpc for actual rendering.

It is probably possible to set up OCIO profile for adobe wide gamut rgb, but it is a bit of hacking to get everything to work correctly.

try to find if there is an existing script to convert it
ask in python forum or or blender exchange forum

happy bl