Unreal to Davinci Resolve Workflow - ACES & sRGB
This tutorial is for the beginners out there. Lighting is tricky. It's not always the most obvious thing to get right, and lighting in Unreal poses its own share of challenges on top of that. That's where this video comes in, where we'll learn all about the very fundamentals of light, what kind of lights are available to us, how they work, how to make of the most of them, followed by a deep explanation of how light behaves in the real world, and mimicking that in Unreal. Then we'll learn how to light an environment from total scratch, twice. Once for a daytime lighting, and a second time for an overcast, dark, moody day look.
Author: William Faucher
If the OCIO options aren't showing up for you in MRQ, make sure you have the OpenColorIO plugin enabled!
My understanding is that while Unreal is in linear sRGB, the viewport has an ACES filmic tone mapper applied, giving us the substantial benefits of the ACES tone curve, filmic highlight roll-offs, etc.
However, the ACES colorspace for post-production work is intended to be linear. What we get out of #UnrealEngine with default render settings isn't linear, the tone mapper remaps those linear values to the 0-1 range. The OCIO config disables that tone mapper at render time. This is why we jump through all the hoops in this video to render in linear.
I get a lot of questions about how to get my renders from Unreal Engine, and into Davinci Resolve for grading. There are a lot of mixed opinions and thoughts on the matter out there, but this here is what I've found to be the easiest and most straightforward approach.


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Very deep and accurate analysis. Agree with you.