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These are the user uploaded subtitles that are being translated: 1 00:00:04,160 --> 00:00:08,360 When we looked at path tracing, we skipped over one major step in the creation of the 2 00:00:08,360 --> 00:00:09,730 final render. 3 00:00:09,730 --> 00:00:13,790 We covered how rays bounce around the scene, and how each ray will contribute some amount 4 00:00:13,790 --> 00:00:15,769 of light to a certain pixel. 5 00:00:15,769 --> 00:00:20,250 By the end of this process, we know how much light reached each pixel, but this isn't actually 6 00:00:20,250 --> 00:00:22,600 enough to give us a usable image. 7 00:00:22,600 --> 00:00:26,720 The issue is that the amount of light that reached each pixel can be anywhere between 8 00:00:26,720 --> 00:00:31,150 zero, meaning no light at all, up to an unlimited amount of light. 9 00:00:31,150 --> 00:00:35,350 Meanwhile, a screen can only emit light within a certain range. 10 00:00:35,350 --> 00:00:39,829 So we need some way to map the unbounded amount of light for each pixel to a bounded image 11 00:00:39,829 --> 00:00:42,360 color that can be displayed on a screen. 12 00:00:42,360 --> 00:00:47,059 Perhaps the simplest way is to set a limit, and just clamp all the light above that limit. 13 00:00:47,059 --> 00:00:51,270 This way, all the values within the range of the screen correspond exactly to an equivalent 14 00:00:51,270 --> 00:00:53,280 light intensity. 15 00:00:53,280 --> 00:00:56,820 If we plot the clipped values, it looks something like this. 16 00:00:56,820 --> 00:00:59,550 As we'll see, this is a pretty terrible approach. 17 00:00:59,550 --> 00:01:01,860 Let's first take a look at this black and white scene. 18 00:01:01,860 --> 00:01:05,519 Here we can see that the sky reflected on the sphere is all clipped, and we can't see 19 00:01:05,519 --> 00:01:06,860 any detail there. 20 00:01:06,860 --> 00:01:11,080 We also see the reflection of the sun on the plane, which has a harsh edge where it starts 21 00:01:11,080 --> 00:01:12,080 clipping. 22 00:01:12,080 --> 00:01:16,390 This is not how our eyes perceive bright spots in a scene, there is no clearly defined boundary 23 00:01:16,390 --> 00:01:21,080 where our eyes start clipping, in reality there is a much softer transition. 24 00:01:21,080 --> 00:01:25,220 If we increase the brightness of the picture a bit, all the issues get even worse, now 25 00:01:25,220 --> 00:01:29,470 we also have this harsh edge around the ambient occlusion under the sphere, where the plane 26 00:01:29,470 --> 00:01:30,580 started clipping. 27 00:01:30,580 --> 00:01:34,970 If we increase the brightness a bit more, the cone also gets a hard clipped edge. 28 00:01:34,970 --> 00:01:38,950 And if we keep increasing the brightness, these clipped zones keep growing until most 29 00:01:38,950 --> 00:01:40,320 of the picture is white. 30 00:01:40,320 --> 00:01:44,040 Note that with each increase in brightness, the picture didn't really look like it was 31 00:01:44,040 --> 00:01:48,810 getting brighter in a natural way, rather, it just looks like the clamped areas are growing 32 00:01:48,810 --> 00:01:51,000 and flooding the image. 33 00:01:51,000 --> 00:01:53,840 If we introduce color, the issues are even worse. 34 00:01:53,840 --> 00:01:57,450 We still have the clamped sky and the sun reflection on the plane, but now there is 35 00:01:57,450 --> 00:01:59,750 already a hard edge on the cone. 36 00:01:59,750 --> 00:02:03,850 If we look at just the Red channel, we see that it's because it reflects so much red, 37 00:02:03,850 --> 00:02:09,840 that the Red channel already clipped, meanwhile, the green and blue channels are still in range. 38 00:02:09,840 --> 00:02:13,230 Here on the Blue channel it's also notable that the ground is already clipped, and the 39 00:02:13,230 --> 00:02:16,290 cone doesn't reflect any blue light at all. 40 00:02:16,290 --> 00:02:20,390 Now if we increase the brightness a bit, we see that the plane starts shifting to cyan, 41 00:02:20,390 --> 00:02:24,600 because the Blue channel couldn't increase in brightness anymore as it was already clipped, 42 00:02:24,600 --> 00:02:28,790 meanwhile, the Green channel kept getting brighter, so it changed the color ratios, 43 00:02:28,790 --> 00:02:30,100 and shifted the hue. 44 00:02:30,100 --> 00:02:33,870 The cone, and the leaves in the background also started shifting to yellow for the same 45 00:02:33,870 --> 00:02:35,130 reason. 46 00:02:35,130 --> 00:02:38,860 If we increase the brightness again, we see that the cone and the leaves clipped completely 47 00:02:38,860 --> 00:02:39,860 to yellow. 48 00:02:39,860 --> 00:02:43,690 At this point, the ground has clipped on all channels, but there is still this strange 49 00:02:43,690 --> 00:02:47,250 harsh sliver of blue at the dark parts under the sphere. 50 00:02:47,250 --> 00:02:51,400 And if we really bump up the brightness, almost everything goes to white, except the cone, 51 00:02:51,400 --> 00:02:52,600 and the leaves in the back. 52 00:02:52,600 --> 00:02:56,990 That's because they don't contain any blue, which means that with the red and green channels 53 00:02:56,990 --> 00:03:01,420 clipped, we get this harsh yellow, as the Blue channel remains on zero, no matter how 54 00:03:01,420 --> 00:03:03,440 much we increase the brightness. 55 00:03:03,440 --> 00:03:07,160 The problem is that this is not at all how our eyes perceive brightness. 56 00:03:07,160 --> 00:03:11,410 When we see something very bright, even if it's saturated at some specific hue, it starts 57 00:03:11,410 --> 00:03:12,930 looking white. 58 00:03:12,930 --> 00:03:17,510 Note that I'm showing these very extreme examples, just to illustrate the issue, but this problem 59 00:03:17,510 --> 00:03:22,411 is still present even with much less bright images, and images can often also have a wide 60 00:03:22,411 --> 00:03:26,819 dynamic range, with some parts being very bright and others very dark. 61 00:03:26,819 --> 00:03:31,100 So it's important to properly convert the light intensity values from the render into 62 00:03:31,100 --> 00:03:34,540 colors, in a way that's closer to how our eyes perceive the world. 63 00:03:34,540 --> 00:03:38,910 To deal with the hard clipping issue, we can come up with a function where the output starts 64 00:03:38,910 --> 00:03:43,530 off following roughly along the input values, but which slows the output down, as the inputs 65 00:03:43,530 --> 00:03:44,790 get higher. 66 00:03:44,790 --> 00:03:49,820 The idea is not necessarily to avoid clipping altogether, but rather to slowly ease into 67 00:03:49,820 --> 00:03:50,820 it. 68 00:03:50,820 --> 00:03:54,600 If we plot this function, we see that it has a softer high end. 69 00:03:54,600 --> 00:03:59,360 But this function is only part of the solution, we'll also need to desaturate colors, as the 70 00:03:59,360 --> 00:04:04,790 light intensity goes up, so that it clips to white, and not some harsh yellow or cyan. 71 00:04:04,790 --> 00:04:08,220 If we run our brightness values through this function, and look at the black and white 72 00:04:08,220 --> 00:04:13,030 example, the first thing we notice is how we have a wider usable dynamic range, and 73 00:04:13,030 --> 00:04:15,020 we can even see details in the sky. 74 00:04:15,020 --> 00:04:19,199 The reflection of the sun on the plane also has a much softer falloff. 75 00:04:19,199 --> 00:04:23,340 Now if we bump up the brightness, it just looks like a brighter version of the image, 76 00:04:23,340 --> 00:04:26,280 no hard edges, or noticeable flooding of clipped areas. 77 00:04:26,280 --> 00:04:30,380 And we can keep increasing the brightness, and it still looks reasonable. 78 00:04:30,380 --> 00:04:34,120 There can still be clipping, be we don't see the clipped boundaries, as we're softly rolling 79 00:04:34,120 --> 00:04:35,380 into it. 80 00:04:35,380 --> 00:04:38,910 Now looking at the color version, the cone doesn't have that hard red edge. 81 00:04:38,910 --> 00:04:43,160 And if we increase the brightness, the plane starts getting desaturated, just like our 82 00:04:43,160 --> 00:04:47,070 eyes would do, rather than shifting completely into cyan. 83 00:04:47,070 --> 00:04:51,330 If we increase the brightness again, the cone starts losing saturation as well, and we still 84 00:04:51,330 --> 00:04:53,740 don't see any hard clipped edges. 85 00:04:53,740 --> 00:04:57,550 And if we really push the brightness, we see that we shift everything into white, even 86 00:04:57,550 --> 00:05:00,190 the cone, which didn't contain any blue. 87 00:05:00,190 --> 00:05:04,360 This looked much better, but there is a lot of maths and color science involved. 88 00:05:04,360 --> 00:05:08,770 But luckily, we don't have to implement this stuff ourselves, Blender has this color transformation 89 00:05:08,770 --> 00:05:10,840 that we looked at built-in. 90 00:05:10,840 --> 00:05:15,100 It's applied by selecting Filmic in the color management options, but you don't even need 91 00:05:15,100 --> 00:05:17,840 to do that, as it's already the default. 92 00:05:17,840 --> 00:05:20,120 It's just important to be aware of this. 93 00:05:20,120 --> 00:05:24,300 When you output a color, for instance, with an emission shader it'll look a bit different 94 00:05:24,300 --> 00:05:27,199 in the render due to the color transformation. 95 00:05:27,199 --> 00:05:31,400 When doing any sort of 3D rendering, you almost always want to have a color transformation 96 00:05:31,400 --> 00:05:34,140 like Filmic being applied to your output. 97 00:05:34,140 --> 00:05:37,810 The only case I can think of where you wouldn't want such a transformation, is when doing 98 00:05:37,810 --> 00:05:41,840 flat rendering for something like motion graphics, where all the shaders in the scene are flat 99 00:05:41,840 --> 00:05:46,070 emission shaders, and you want to control the output colors directly, in which case 100 00:05:46,070 --> 00:05:50,250 you'd select the Standard output transform, which just clamps the values. 101 00:05:50,250 --> 00:05:53,880 But as soon as you are applying any sort of lighting to your scene, you'll want to have 102 00:05:53,880 --> 00:05:56,650 a proper color transformation applied. 103 00:05:56,650 --> 00:06:00,460 This was an overview of color transformations, and how we get a proper color from a light 104 00:06:00,460 --> 00:06:02,070 intensity value. 105 00:06:02,070 --> 00:06:05,610 But we are barely scratching the surface of the color science required to actually make 106 00:06:05,610 --> 00:06:06,790 an image. 107 00:06:06,790 --> 00:06:10,220 If you want to have more understanding of the whole color pipeline, and how colors get 108 00:06:10,220 --> 00:06:14,530 from a source all the way to the displayed output, I can highly recommend The Hitchhiker's 109 00:06:14,530 --> 00:06:19,470 Guide to Digital Colour, which incidentally is written by Troy Sobotka, who is also the 110 00:06:19,470 --> 00:06:21,050 author of the Filmic color transformation. 11564

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