Session 20 Summary – Color Grading & LUTs in Unreal Engine
๐น Understanding Gamma & Color Science
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Linear RGB: How camera sensors capture light — brightness is directly proportional to light intensity.
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sRGB: How human vision perceives light — more sensitive to shadows and midtones.
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Gamma Curve: Used to convert linear RGB to sRGB for realistic display on screens.
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18% Gray Concept: Human eye perceives mid-gray at ~18% intensity, not 50%.
๐จ Creating a D-Log Look in Unreal
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D-Log: A flat, low-contrast image format used for capturing max color detail (like in RAW photography).
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In Unreal:
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Use Post Process Volume > Film settings.
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Set Toe and Shoulder values to
0to simulate a D-Log image.
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๐ผ️ HDRI Backdrop for Environment Lighting
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HDRI images used to simulate realistic environments (like city streets or forests).
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HDRI adds ambient light and reflections to the 3D scene, mimicking real-world locations.
๐งช Color Grading Workflow with DaVinci Resolve
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Export High-Resolution Screenshot from Unreal (via console or capture tools).
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Open DaVinci Resolve, import:
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Unreal scene screenshot
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LUT reference image (RGB 16x1)
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Apply color corrections using:
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Curves (Toe, Slope, Shoulder)
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Temperature, Tint, RGB channel tweaks
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Transfer the color grade to the reference LUT image.
๐ Generating and Importing the LUT
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Export the graded LUT image (PNG) from DaVinci.
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Import into Unreal Engine under a LUTs folder.
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Set Texture properties:
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Mip Maps: Disable
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Texture Group: Set to Color Lookup Table
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Save and close.
๐ฅ Applying LUT in Unreal Engine
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In Post Process Volume, go to:
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Misc > Color Grading LUT
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Select the imported LUT texture.
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Repeat for all cameras (Rig1, Rig2, etc.).
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Ensure Toe and Shoulder are set to
0for consistent D-Log base.
✅ Key Outcomes of the Session
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Understood the theory of Gamma, Linear RGB, and sRGB.
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Applied D-Log look to Unreal shots using Film settings.
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Color graded in DaVinci Resolve using LUTs and curves.
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Imported custom .PNG LUT into Unreal and applied across all cameras
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