Colour Management – A Bird’s Eye View for Digital Artists
summary
Shows a practical pipeline: capture bracketed panoramas with chrome/gray balls and a color checker, combine into EXR HDRI scene‑referred maps, author materials in linear ACES space (ACEScg or ACES2065‑1), then apply the ACES RRT+ODT to avoid sRGB clipping. Demonstrates a mannequin digital‑double workflow, spectral tests (Macbeth boxes vs sRGB) and examples where sRGB clips highlights while ACES preserves extreme values (sun ~200,000 vs indoor light ~30), enabling reusable HDR-ready assets and fewer remasters.
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chapters (32)
- 0:00Intro
- 0:42Goals
- 4:28Why?
- 7:37Electromagnetic Spectrum
- 8:36Trichromatic Vision
- 9:13XYZ to RGB
- 10:13Spectral Locus
- 10:47SRGB Colour Space
- 11:43DCI-P3 Colour Space
- 12:40Rec. 2020 Colour Space
- 13:29Pointer's Gamut
- 14:25Wider Colour Spaces = Better Colour Representation!
- 15:45Linear to sRGB?
- 19:24Digital Imaging States
- 19:59Display-Referred Imagery
- 22:55Example 2
- 24:56So why is this important?
- 27:58Part 1 - Colour Science in a Nutshell
- 29:04We have identified problems
- 29:37Solution - ACES Workflow
- 32:04ACES for many colour spaces
- 33:11ACES for Scene-Referred Imagery
- 33:58Example - EVO
- 36:45Solution - Calibration & Review Environments
- 39:26Part II - A Colour Pipeline In a Nutshell
- 40:46Digi-Double of Mannequin & Jeans
- 41:211 Capture Look-Dev Environment
- 43:20Calibrate CG Light Rig
- 44:26Shoot Asset Reference
- 45:01Look-Development in UE4
- 46:07Review and final!
- 47:00Wrap Up








