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LevProtter39~3Y
I hope you don't take any of the color (long winded)things I pointed out on twitter personally. I just saw color grading, and I know what a pain it can be.
Good luck...
I'd love to rant on voice call, but not sure if you can take that.

The best route on discord is to bad politics outright. But then again, you might want to say some things about them.
I had a rather bad experience on one voice chat, where some dudes were ranting about the current groupthink being bad, but doing it in a different groupthink manner.
Most people can move on about that stuff, and maybe if you find a mod, you can delegate that stuff, and not let it bother you.

All that aside, I really respect the fact you can get any of this done, and the game looks great.
I'll try and pay for it when it comes out.
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Tobias 1102~3Y
I read your Twitter reply, though I'm not sure what you said is relevant to what I'm doing. Unity has Gamma and Linear colour modes, and switching to Linear makes a huge difference; I've been doing this for a couple of years, meaning I am working with Linear colour. The colour grading is a post-processing effect where you tweak a bunch of paramaters like hue, saturation, rgb colour balance, etc.

There's still a lot I need to familiarise myself with regarding the arty side of things like colour harmony, but it sounded like what you were saying was more technical, like the kind of thing an audiophile would critique about music which most non-audiophile listeners wouldn't even notice? Maybe I'm misunderstanding though.

I've been planning to... discourage politics on discord when I finally get around to setting it up, but the main reason it's been in limbo for months is because I wasn't able to choose a mod from the small number of people I had who was both interested and who'd keep politics out of decisions, but would anyone these days keep their politics out of decisions? And would it even matter for an obscure indie game dev's discord? Probably not to both of those.
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LevProtter39~3Y
Color...
I wish it was an audiophile type triviality, but I'm afraid it isn't. I can point to some of the examples that drive it home. In short: hue and saturation are not linear, so they can be unpredictable.
RGB values should never be adjusted separately, and the reason for it is apparent in the highlights.
Here's the worst case scenario:
[LINK]&name=large

This thread touches on it:
[LINK]

There also sets of problems that come from doing rendering in a display referred linear space (caps at one) and doing the correct scene referred infinite values, which are then mapped down to screen space.

Knowing that your light still caps out at 1, forces you to consider implications, like multiply and add being problematic. (all adobe blend modes (implimented in most software) assume display referred max 1 light.)
In a scene referred workflow, all blend modes beside add and multiply stop working right.

Doing lighting with add means that when enough things overlap, you just get rather obvious clipping and color skews.
Not sure how much of this can be dealt with.
I hope this clarifies some of it.
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