▲ | dahart 2 days ago | |||||||||||||||||||||||||
> The most common relative colorspaces have 1.0 as an arbitrary user brightness setting, not the max brightness. You’re using different words to say the exactly same thing I was trying to say. You’re not arguing with me, you’re agreeing. Your “arbitrary brightness” means the same thing I meant by “max brightness”, because I meant max brightness as the maximum brightness the device will display at its current arbitrary settings, not the absolute maximum brightness the device is capable of if you change the settings later. It would be better if you take a moment to think in terms of print rather than only video standards. You can’t change the brightness of paper. 1.0 always means reflect all the light you can reflect, and there is no brightness setting. Because print is reflective and not emissive, print always takes relative colors. The analogy extends pretty naturally to TVs at a given brightness setting. The most common relative colorspaces (by which I mean the old crappy non-perceptual ones like RGB, HSV, CMYK) are still relative, meaning the brightest colors they represent (what we’re calling 1.0) map to the brightest the display will do at that moment in time. SDR, like PQ, is a video standard and has an absolute reference point (100 nits), so of course any relative color space can have a 1.0 value greater than SDR white, because most TVs these days can exceed 100 nits. Is that what you mean? I don’t see why that’s relevant to what 1.0 means in other color spaces. You still haven’t really explained what’s wrong with PQ. I’ve never used it directly, but do you have any links or any explanation to support your claim that it’s “wrong”? Why is it wrong? What color spaces are doing it right? If people use ACES shaders in GameMaker, as the article discussed, doesn’t that automatically mean that GameMaker is not using PQ? It doesn’t make any sense to have PQ after tonemapping. Maybe as a compression technique / format that the video card and the display use transparently without any interaction with the user or the application, but that’s not GameMaker, its the TV. I still don’t understand why we’re talking about PQ. To circle back to my main point, I still believe that using physical units is the most important part of HDR conceptually. You seemed to disagree, but this entire discussion so far only seems to make that point even more clear and firm, and as far as I can tell you agree. IMO the canonical color space for HDR and best example would be linear float channels where 1.0 is defined as 1.0 nits (or substitute for another physical luminance unit). HDRI’s strengths and utility is in capture, storage, and intermediate workflows, and not output. As soon as you target a specific type of device, as soon as you tack on a transfer function, tonemapping, or lower bit rate, you’re limiting options and losing information. | ||||||||||||||||||||||||||
▲ | kllrnohj a day ago | parent [-] | |||||||||||||||||||||||||
> You’re using different words to say the exactly same thing I was trying to say. You’re not arguing with me, you’re agreeing. Your “arbitrary brightness” means the same thing I meant by “max brightness”, because I meant max brightness as the maximum brightness the device will display at its current arbitrary settings, not the absolute maximum brightness the device is capable of if you change the settings later. No, it's not! HDR exceeds that brightness, it's not what the display's maximum currently is. > SDR, like PQ, is a video standard and has an absolute reference point (100 nits), SDR isn't a standard at all, it's a catch-all to mean anything not-HDR. But no, it has no absolute reference point. > To circle back to my main point, I still believe that using physical units is the most important part of HDR conceptually. The only actual feature of HDR is the concept that display brightness is decoupled from user brightness, allowing content to "punch through" that ceiling. In camera terms that means the user is controlling middle grey, not the point at which clipping occurs. | ||||||||||||||||||||||||||
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