Friday, May 30, 2025

20 D04_H03_03 Adding HDRI Backdrop Light and Color Grading using LUTs in...


Session 20 Summary – Color Grading & LUTs in Unreal Engine

๐Ÿ”น Understanding Gamma & Color Science

  • Linear RGB: How camera sensors capture light — brightness is directly proportional to light intensity.

  • sRGB: How human vision perceives light — more sensitive to shadows and midtones.

  • Gamma Curve: Used to convert linear RGB to sRGB for realistic display on screens.

  • 18% Gray Concept: Human eye perceives mid-gray at ~18% intensity, not 50%.


๐ŸŽจ Creating a D-Log Look in Unreal

  • D-Log: A flat, low-contrast image format used for capturing max color detail (like in RAW photography).

  • In Unreal:

    • Use Post Process Volume > Film settings.

    • Set Toe and Shoulder values to 0 to simulate a D-Log image.


๐Ÿ–ผ️ HDRI Backdrop for Environment Lighting

  • HDRI images used to simulate realistic environments (like city streets or forests).

  • HDRI adds ambient light and reflections to the 3D scene, mimicking real-world locations.


๐Ÿงช Color Grading Workflow with DaVinci Resolve

  1. Export High-Resolution Screenshot from Unreal (via console or capture tools).

  2. Open DaVinci Resolve, import:

    • Unreal scene screenshot

    • LUT reference image (RGB 16x1)

  3. Apply color corrections using:

    • Curves (Toe, Slope, Shoulder)

    • Temperature, Tint, RGB channel tweaks

  4. Transfer the color grade to the reference LUT image.


๐Ÿ“ Generating and Importing the LUT

  • Export the graded LUT image (PNG) from DaVinci.

  • Import into Unreal Engine under a LUTs folder.

  • Set Texture properties:

    • Mip Maps: Disable

    • Texture Group: Set to Color Lookup Table

  • Save and close.


๐ŸŽฅ Applying LUT in Unreal Engine

  • In Post Process Volume, go to:

    • Misc > Color Grading LUT

    • Select the imported LUT texture.

  • Repeat for all cameras (Rig1, Rig2, etc.).

  • Ensure Toe and Shoulder are set to 0 for consistent D-Log base.


Key Outcomes of the Session

  • Understood the theory of Gamma, Linear RGB, and sRGB.

  • Applied D-Log look to Unreal shots using Film settings.

  • Color graded in DaVinci Resolve using LUTs and curves.

  • Imported custom .PNG LUT into Unreal and applied across all cameras

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