Thank you. HDR must be tonemapped before the post-processing is finished, which converts it to low definition range. Do you recommend adding a LUT then after the tone-mapping? This seems to be the correct way to do it.
I was specifically researching LUTs and also Amplify Color, and trying to establish the workflow for getting these to work with Cinemachine. My main purpose (in addition to using the tools in projects with Cinemachine) is that I’m creating free tutorials on this topic for my YouTube Unity Assets channel.
I have projects that use Amplify Color (an amazing tool), and from what you are saying it seems like Amplify Color should work with CM, but the Amplify team has no clue about how to do this and have never tested it, and I have not had success with it yet, but I’m currently testing it.
In regards to LUTs, the appeal of using LUTs is that there are many already created; for example, I have a library of over 300 public domain LUTs that work in Unity. Manual tweaking of the Color Grading post feature cannot replace the power of quickly previewing and drag-and-dropping in a ton of LUTs that have already been created and tested. In fact, there are thousands of premium professional-film-industry LUTs that seem to work with Unity. There is a reason why some LUTs cost hundreds of dollars from the film industry, and the idea that these could work with Cinemachine is appealing (minus the high cost; I’m saying the ability to integrate with tools from the professional film industry is great).
I’m also testing an asset called “Color Correction Pro” with Cinemachine. I’d like to get all these working and then put out the free tutorials.
This issue of post-processing with CM is a missing link for most devs that discourages them from using Cinemachine, IMO. A lot of us have invested in the non-CM way of doing post-processing, and this bridge must be crossed.
As soon as devs realize they can easily use these non-CM post tools, and if we can explain how to do it, I believe a lot more devs will make the jump.
Perhaps I’m slow, but I’ve worked with Cinemachine for over a year (as a part of projects) and I’ve not yet figured out how to get all these post-processing tools working. I have discussed this with the Amplify team and the creators of various assets like Color Correction Pro, and they assume their tools will not work with Cinemachine and have never tested it. Thus, there are a ton of well-established camera tools that devs use which have never been tested with Cinemachine and at this point nobody has made the jump. The topic of Cinemachine is not brought up on asset blogs where camera issues are discussed (I know this because I’m in the process of reviewing these assets with the help of their creators).
Right now I’m testing all this and documenting it, with the aim of creating a free video tutorial(s).