The IDT is flawed, and would break energy preservation.
A white 1.0 would become a 1.03 with a green skew.
Can’t feed that to a GI engine, as there would be no way to back-correct the lighting hue, not to mention emissive diffuse materials.
Further, which texture should be converted (like for the old LWF approach) and which should be left alone?
Should one then not also correct the lights colours and so on?
Meaning, you write a plugin to do so for you, or texture map the hell out of your lights with corrected textures.
During Oblivion, i stood firm and avoided (after a month of research, testing, and confrontation) using aces in the CG realm at all. The other office decided for it.
We didn’t have a single issue, and the two batches of shots ended up matching (well, no. ours looked WAY prettier, ofc. 'cause WE did them. ^^) once post was through.
We just avoided sooo many useless headaches, and to this day i am not sure they ended up delivering the aces-IDTd shots or standard LWF ones.
Further, yes, i entirely agree: the limits are in the technology, they are very evident, and supremely constraining, especially in a few departments.
But my point wasn’t about laying down and being squashed by them, nor about transcending them.
My point was about speaking PROPERLY the LWF language, for it IS, bar nothing, the best way to go about CG CURRENTLY available, and only after that part is done, introduce the artistic bias.
Someone wants to save PNGs from the VFB and feel proud it was all done in camera? Very free to do so.
Is that a method that should be encouraged, in this day and age? Roughly, as far as i am concerned, it is recommendable as much as it would be to tell people to buy large format cameras and shoot jpg.
Further, those curves are limited, and quite old (12 years are a lifetime.).
The films response may not have changed, but the ability to at least get 12 or 14, 16 bits of data is today a reality, and i can’t fathom why we should be using inferior technology from an old piece of software.
Rather, there’s room for people to prepare nice LuTs to sell for those interested, for instance, much like one would Photoshop actions.
But then, why not prepare photoshop actions?
In other words, if one wants to play mario kart, one should do so with full right to skewed laws of physics.
But to have the skewed ones, one first has to know which are the right laws of physics, and still build an engine able to deal with the (skewed) relationships between forces in the CORRECT way (lest at each bend you have to turn a RANDOM amount each time).
Further, if the goal is to simulate a race car on a race track, and the name of the game isn’t bouncing around on powerups, gravity, as the rest of the forces, HAS to be set so to simulate the proper earthly behaviour.
And Vray’s not quite been built to be Mario Kart, i reckon, amongst the render engines.