Standard is clipping like crazy. That mess of cyan and magenta is awful.
Can’t forget grading. I think most people are unlikely to encounter scenarios like the combo lighting shot, but when you do get something that feels somewhat washed out grading in the compositor is the logical conclusion to get your desired look.
The default look of AgX is intentionally not too “contrasty”. In the Blender 4 config there should be, I think, the Medium, High and Very High contrast looks, which should make thinks look better on that regard. Or one can just make any change in the compositor.
I was a bit surprised by this post. But a quick test in Blender 4.0 with the default cube using an emissive material where the color is set to red confirmed that. With the default settings, it shows the red cube as orange. This will without doubt lead to confusion and complaints.
I wonder why primary colors beside its main colors are lifted as the red example posted before.
This behavior could be expected at very high intensity for the desaturation filmic curve effect.
Have testet each primary as green and blue only and everytime the other primarys was altered.
Here a test with Yellow. (0.1-1) in 0.1 increasing steps.
In this example Agx has blue values added altthough there is no blue in the original color RGB(1,1,0) btw the “old” Filmic has not this side effect of altering the other primarys.
Thanks for the link. I remembered having read about that some time ago, but couldn’t find it.
In my opinion, AgX is great. But because of this sort of effect, I am highly skeptical whether it should be the default. More experienced users can easily switch to AgX and will have at least a basic understanding of why those kinds of things happen.
On the other hand, for beginners, this introduces an unnecessary hurdle. If they learn about modelling, texturing and the like and whenever they render, the colors are way off, that will unavoidably lead to lots of confusion that could be avoided by having other defaults.
I don’t know what’s this “new users will be confused” argument. New user is confused just about anything.
Anyways, I always disliked the filmic behavior as it tends to skews saturated highlights of anything just a little sunny/orangeish and yellows towards weird piss color. It gives weird green tints in shadows and also crushes shadows with a “very high contrast” look. I think AGX behaves more predictably with saturated lightsources. It doesn’t have this typical “blender” render look that would always throw me off.
I don’t know what you mean by that or how it relates to my comment.
You don’t even have to look at it in the context of new users. You can pick pretty much everyone who doesn’t need photorealistic rendering or anyone who doesn’t care about color spaces and just wants to get a reasonable result. So far, those users could pick a color for a material and it was quite close to what you would get at the end. That is not anymore possible with those defaults.
If people are forced into those sorts of defaults, there should at least be very good and prominently featured explanations in some FAQs or the documentation.
Edit: In case someone knows how I could get a red emissive cube (reasonably close would be more than enough) with AgX, please let me know. It is very simple to get a red cube, with a red BSDF material, but with emission, I am failing to get even close. Am I doing something wrong?
Agx with medium contrast look can give you a more saturated result.At least in my tryings what you get with increased contrast.
Other than that you can grading your work in Blender or Resolve etc.for some corrections.
Btw i have tryed to “correct” the red as material,but nothing works.Have tryed hue rotation and color multiplication with another color for correction.But since red is RGB 1,0,0 you can guess that multiply 0 doesnt doing anything.
I have seen that moony had some shader with negative substracted colors for a effect shader,however these substracting is not working anymore (maybe clamped in the shader to avoid general negative colors)
Do you mean “Base Contrast”? I was more successful with the highest contrast and then lowering the strength of the emission. But still couldn’t get some reliable results which looked red to me (that’s a very low bar).
about color spaces, I would like to understand what are the differences between Agx and ACES and why did blender go with Agx when I think the industry mainly relies on ACES?
And I am not asking this to start a flame war about Agx vs Aces vs Filmic, I happen to be in the middle of some big decision in terms of color space adoption for a certain project and I’d like to understand what are the differencies, pros and cons.