4.26 OCIO implementation

Correct, including every color value created in unreal as well (the color picker is linear with an sRGB gamma-preview toggle). Although I didn’t want to preconvert every texture outside e.g. in nuke, especially didn’t want to generate tons of exrs (unfortunately ALL ACEScg textures MUST BE 16-bit-Half-EXRs, this is the way…), so instead I wrote my own IDT converters in unreal to make it flexible and easily applicable to any project at any point non-destructively without worrying about massive exr conversions and pain-in-the-*** Artist texture iteration times due to conversions (I made a global “ACEScg” switch that’s toggleable in-editor anytime). If you’d like to get it, I’m planning to upload it to gumroad, until Epic implements the ACEScg workflow fully into Unreal.

​​​​​​Cheers,

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