Blender AgX in darktable (proof of concept)

I’m a bit late to the game and try to catch up, but I can’t read all the 1731 messages in this thread. So I am sorry if some points have been brought up in the past - I’ve tried to search within the topic.

First, I really like the module.
Thank you very much!
With the well-chosen basic curve parameters, it strikes a good balance between control and usability.
One suggestion: toe and shoulder are common terms in video color grading, but a bit less known in the photo world.
As, in very simplified terms, they adjust shadows and highlights, maybe it could be helpful for beginners to mention this?
like “toe power (shadows)” and “shoulder power (highlights)”

Second observation: The hue preservation in the look tab is often not required to get nice looks. In some situations, it can be crucial, however.
In particular when doing portrait work with the requirement for accurate skin tone reproduction (where bright regions break) and generally if bright non-primary colors must be preserved.
Here, the current hue preservation in HSV within the agx base space tends to reduce the brightness quite a lot as it preserves the saturation.
In my personal perspective, I often find this undesirable.
See the example below: First is with hue recovery 0 and the second with 1.


Maybe it might be useful to adapt some methods that provide more control in this regard?
For example https://library.imaging.org/ei/articles/37/10/IPAS-226 provides some straight-forward ways, but the choice of appropriate RGB space, transfer curve and luma coefficients are crucial.
In my experiments with the base curve (An improved Basecurve Module) I experimented with recovery in OKlab / OKhcl and this yielded surprisingly nice results IMO as OK predicts the perceived lightness quite well.
In the current agx implementation this would, however, be a bit complicated as currently hue recovery is done in the base space and trafo to OKhcl would require a roundtrip back to XYZ, right?

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