Proper ACEScg workflow

Hi, Where I can find proper ACEScg workflow for Vray 5. For example need I change RGB primaries in VrayBitmap for HDRI that I not preconverted or simple diffuse bitmap that I not preconverted to aces. and aslo proper VFB2 setup for ACES to have similar look in Nuke with OCIO enabled.
Thanks
Andrei

When loading your albedo in Vraybitmap set RGB color space to sRGB Primaries that wil convert the ALbedo map to aces and in Vray Color mangents ofcourse set that to AcesCG and the auto , for the VFB2 to i tend to use the OCIO Display Correction and then load the Aces 1.2 in there

Like what Mouton said,

-Color Management >> Rendering RGB primaries should be set to ACESCG, and check Auto RGB primaries for VrayBitmap textures.

3dsmax_oROyuUip0f.jpg

-For Albedo maps, SSS, Translucency, HDRIs and Softbox textures, use sRGB primaries
And Colorspace transfer function to “From 3Ds Max” to linearize 8 bit maps

Everything else should be set to RAW (roughness, bump, normal, displacement…etc)

-Now in the Frame Buffer you have 2 options,
If you wanna match Nuke’s Viewer you will load OCIO and sRGB View Transform or (P3 if you have a P3 monitor)

Or you can swap to sRGB and use Filmic Tone Map layer like this, it gives you more control over the tonemapping if you don’t wanna rely on what ACES RRT uses

Here is how I use it in the Frame Buffer,

I think there should be proper docs on how to use this, similar to Arnold. This will help people out

Best,

Muhammed

but shouldn’t the render be More de-saturated ? when using your workflows the render is very saturated ? or am i dong it wrong haha

Can you share a screenshot of the map and the render?
Are you using OCIO in the frame buffer?

it should be less saturated with ACEScg colorspace, and more saturated with sRGB colorspace
Are you sure you didn’t swap the results here?

I will give this a try

hmm I think I understand what is going on here, my bad
I will edit my original reply.. ACEScg primaries in the vraybitmap is for pre-converted maps

Thanks for the note! :slight_smile:

nope didnt switch them

Yeah, I edited my post now
When you pick sRGB primaries in Vraybitmap, you are basically telling Vray these maps need covnersion to ACEScg. Which is what you want
As your maps and HDRI are using sRGB primaries

what about to type that haha :slight_smile:
but other than reall easy to use Acescg Mikhalenko

I prefer the menu to typing, it is much faster as to how I work
But feel free to go the typing route, specially with code and large amounts of textures.. it could be easier and more efficient.

And +1 for Vray’s ACES implementation, this is something that Vray does better than everyone else :slight_smile:

Hi guys, thanks for answer, then I understand everything right and use it already in the right way :slight_smile: Only I had doubt about HDRI images :slight_smile: And BTW, for HDRI map that we use in dome light didn’t we need to set colospace to inverse gamma with value 1.0, not in from 3ds max? Other (albedo, translusency) should set to from 3ds max or sRgb or just inverse gamma with value 0,4545, right? Big thanks @Muhammed_Hamed and @mouton007

you stil need to set the RGB color space to sRGB promaries in the hdri Vraybitmap Mikhalenko i use HDri hEaven so i dont touch the gamma there

BTW, may be someone know script that switch all maps that plugged in diffuse/translucensy to Primaries sRgb?

@vlado may be you can help with the script from message above?

Did you find a script or another solution for this? I’m very interested in experimenting more with this workflow, but so far the big stumbling block is definitely the prospect of manually converting the hundreds of bitmaps & vray color maps in my asset library.

The kind of script shouldn’t be hard to make, I would pay if someone could do it honestly
This is the one I use in Maya, it is really cool
https://gumroad.com/liam\_collod#ukVVo

I don’t think you need to convert all your libraries manually, there is no need
I have moved all my projects to ACES since March. My libraries are the same, Vray or Arnold takes care of the conversion through naming or setting the IDT manually like what I explained above.

If you wanna pre-convert the maps for whatever reason, there are tools that could do this with couple of clicks.. although I don’t think it is needed
https://community.acescentral.com/t/…-for-aces/2973

Yep sorry, that was poorly worded by me - I meant setting the RGB primaries for VrayBitmap & VrayColor maps within max.

Look, it’s not *overly* difficult to write.
It’s got unsolvable issues, however, if a map is instanced somewhere else.
The part which figures out the instanced relationships is difficult to code for, at best.

So, if you guys are cool, i can make it so it will do what you ask *provided* the map isn’t instanced elsewhere.
It should cater for all the assets which come in with a single map per attribute.
If a map’s instanced, it’ll print out the name, that it’s instanced, and where, and you’ll choose what to do with it.

Would this work?

@_Lele That would be very helpful!
Thank you

About the instanced maps, I can live with that
If you put on Gurmroad I will be the first one to buy :slight_smile: