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Posts by Allen Pestaluky

That makes a lot of sense — no need to push yourself only to make it unenjoyable :)

1 day ago 0 0 0 0

Really lovely to see that your feed is still full of this sort of stuff — I hope you can always enjoy making these incredible pieces of eye candy

3 days ago 0 0 1 0

Sorry I missed the notification, but just read through this now. This is great! Thanks for updating and I think it’s really valuable to have the model describe this difference in an interactive way. Thanks for putting the extra effort in for correctness :)

2 weeks ago 1 0 1 0

And you could try two decimal points to really drive home the non-uniformity of linear colour encoding:

color(srgb-linear 0.0 0.01 0.0)
color(srgb-linear 0.0 0.02 0.0)

vs. dE of these two:

color(srgb-linear 0.0 0.91 0.0)
color(srgb-linear 0.0 0.92 0.0)

1 month ago 1 0 1 0

Try the dE of these two:

color(srgb-linear 0.0 0.001 0.0)
color(srgb-linear 0.0 0.002 0.0)

vs. dE of these two:

color(srgb-linear 0.0 0.901 0.0)
color(srgb-linear 0.0 0.902 0.0)

First should be much higher dE.

1 month ago 1 1 1 0

Hmm. My last message was written somewhat poorly, so for clarity:

Luminance is based on human perception of radiance, but it is not uniform across different intensities.

Radiance is not based on human perception at all and is purely physical.

1 month ago 0 0 1 0

But the linear colour encodings are based on luminance, which are based on radiance, which is a physical unit of energy not related to human perception. So these linear encodings are not perceptually uniform. In linear, a change from 0.01 to 0.02 is huge dE, while from 0.91 to 0.92 is tiny dE. 2/2

1 month ago 0 0 1 0

Of all the colour spaces you mentioned in your article, only the linear RGB and linear XZY are not perceptually uniform. It’s the perceptual uniformity of the other colour encodings that means you can simply use the same no. of decimal points to get around the same dE for all colours. 1/2

1 month ago 0 0 1 0

I think we’re on the same page, but article was confusing b/c the “3dp” example shows something like this:

oklch(0.651 0.007 231.374)

Which is great for perceptually uniform encoding like lch, sRGB, lab, etc. but linear encoding must use “3sd” like this:

color(srgb-linear 0.123 0.0123 0.00123)

1 month ago 0 1 1 0
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Ah, ok, you actually mean linear RGB should be 0.0123 (three significant digits) and not 0.012 (three decimal points).

1 month ago 1 0 1 0

Hey, thanks for the article! Linear RGB serialization is of interest to me and I see that you suggest the same 3dp of precision. But do you mean significant digits rather than decimal points? I expect a higher dE for saturated (or dark) colours with the same decimal points for all channels.

1 month ago 1 0 1 0

I’ll take a notification, please!

1 month ago 2 0 1 0

It’s kind of like the Hollywood live action version of the original Godot cartoon

2 months ago 3 0 0 0

@someware.cc replies on your post are disabled, but re: bsky.app/profile/some...

Mobile is the best renderer for most projects, especially in Godot 4.6 onward, unless you’re targeting web. The important choice is whether you have the HDR 2D setting enabled or not. HDR 2D is often best for 3D games.

2 months ago 1 0 1 0
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Improve 3D workspace environment configuration and sky horizon by allenwp · Pull Request #115408 · godotengine/godot With the upcoming HDR output PR, the Environment configuration used by the 3D workspace must be changed to use the Linear, Reinhard, or AgX tonemapper for good HDR behaviour. The Linear tonemapper ...

@brackeys.com Remember chatting about the editor's default 3D environment at Godot Fest? Here's my PR to improve that... let me know what you think! (Like if you think a different sky or ground colour should be used.) github.com/godotengine/...

2 months ago 7 0 0 0

What!? Rectangles on a Thursday?? Is anything I know true!?!

3 months ago 1 0 0 0

Godot 4.6 will use my updates to the AgX tonemapper: these changes are mostly subtle, but the new reworking allows HDR output support to be added in the future!

4 months ago 42 4 1 0

Haha, nice, I hope you get to show it somewhere!

6 months ago 0 0 0 0
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(Also, is this your work?)

6 months ago 0 0 0 0

This is really cool!! Is this being shown anywhere in particular?

6 months ago 0 0 2 0
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🌷Spring Falls is now available on Google Play!🌷

Erode the landscape, direct the flow of water, and bring wildflowers to life in this peaceful puzzle game

Play Store: play.google.com/store/apps/d...

#puzzle #android #indiegame

6 months ago 38 17 4 1

For posterity, I fixed the colour correction greyscale issue that was pointed out in this thread. To be honest, I’m still not sure how I managed to screw up the merge to cause this bug, but I re-did the merge and it seems to be fixed!

6 months ago 0 0 0 0
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[WIP Draft] The HDR mega-PR by allenwp · Pull Request #110701 · godotengine/godot This is a combination of the following PRs, merged in no particular order, for the purpose of testing how these PRs work together: [Windows] Support output to HDR monitors #94496 Use half float pr...

I’ve been working on #tonemapping and effects for HDR output in #godotengine for the last few months. Here’s the culmination of my work; please try it out! github.com/godotengine/...

6 months ago 4 0 0 0

The “screen” blend mode is now based on the tonemap’s “white” parameter. How do you feel about this? Is it making it hard to get the effect and visuals you want?

7 months ago 1 0 1 0

Thanks! I’ll look into these issues!

I noticed the mobile glow is still inconsistent with Forward+ as well, even though I’ve made the blending to be the same regardless of HDR 2D setting. I’m going to work with Clay to try and minimize the differences…

7 months ago 1 0 1 0
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[WIP Draft] The HDR mega-PR by allenwp · Pull Request #110701 · godotengine/godot This draft PR is a combination of the following PRs, merged in no particular order, for the purpose of testing how these PRs work together: [Windows] Support output to HDR monitors #94496 Use half...

I think I’ve solidified my changes to Glow, Tonemapping, and Adjustments, all with full HDR output support. Care to try them out?

github.com/godotengine/...

They’re fine to try out with and without HDR output.

7 months ago 2 0 1 0

Heh. Well, it turns out that the math used by the contrast adjustment only makes sense when applied on perceptually uniform values, so it must be applied on nonlinear sRGB encoded values and cannot be applied on linear ones.

All that to say, I won’t be making a PR with modified colour adjustments 😅

7 months ago 1 0 1 0

Ok! It might be a little longer for me to put together an editor build that has the options I think are best. I’ll message you on this thread when I’m ready.

7 months ago 0 0 1 0

@passivestar.bsky.social I’m working on making the contrast and saturation adjustments in Godot behave consistently between HDR 2D on/off. I have a couple of options and that I need to test. Is testing these and giving feedback something you would be interested in helping with?

7 months ago 1 0 1 0

Hmm. Almost looks like a complete artistic reimagining. Like, they clearly were going for very cool colours in the original scene, but the new render is quite warm. Gives and entirely different feel, so I get the impression that the new one may not be respecting artistic intent very well 🤔

8 months ago 2 0 0 0