Fun with in-engine color grading
the-witness.net
the-witness.net
I've used exported curves from photoshop to generate color correction LUTs, but actually just displaying the LUT in the screenshot, and then using the manipulated result to generate back a new LUT is much more flexible and pretty smart!
See e.g. section 24.2.3 here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24...
>Blow said that he was inspired by Myst, but also by the non-existent games that could have been inspired by Myst but weren't...
>"It's like there's some really fucking awesome game like Myst that nobody ever made because it was filled with all of these illogical puzzles and stuff, right?"
>I didn't follow. He was inspired by an imaginary game?
http://kotaku.com/5893336/jonathan-blows-the-witness-is-an-e...
By the way, I've been following The Witness blog for a while and they have some really amazing and surprisingly technical content.
Never thought of using this to redesign the color scheme of an in-game area without changing the original textures though - that's really clever.
The nice part is that since it uses a 3D lookup table, it can do most LDR color correction that can be done in Photoshop.