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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    Tim Sweeney‏ @TimSweeneyEpic 17 Aug 2019
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    Should color constants be supported in more languages? And what would the best syntax be? CSS uses #80A0C0 and rgb(128,0,64), the later being a valid expression in most languages. And should they be screen-normalized as with sRGB, or unbounded physical units like cd?

    11:08 AM - 17 Aug 2019
    • 4 Retweets
    • 54 Likes
    • Filip Aničić Jan Boon Fixitgood Rupam Mandal Serif Can #3DArtist Николай Михеев L3gend Stefan von der Krone Achay
    39 replies 4 retweets 54 likes
      1. colour-science‏ @colour_science 17 Aug 2019
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        Replying to @TimSweeneyEpic

        rgb(128,0,64) is ambiguous and does not tell anything about the encoding method or data metric, e.g. which RGB colourspace, is it scene-referred linear light values or non linear output-referred ones? Proposed notations are not useful for the former and not great for the latter.

        0 replies 3 retweets 8 likes
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      2. ShriramKrishnamurthi‏ @ShriramKMurthi 17 Aug 2019
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        Replying to @TimSweeneyEpic

        No. Just use a constructor. That way, different ways of making colors won't cause confusion: it'll be manifest in the source what kind of color it is. That will also aid any type/unit system you build or later add on.

        1 reply 0 retweets 12 likes
      3. Tikhon Jelvis‏ @tikhonjelvis 17 Aug 2019
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        Replying to @ShriramKMurthi @TimSweeneyEpic

        Another benefit is that defining a color in terms of variables or expressions will have the same syntax as defining a color statically.

        1 reply 0 retweets 2 likes
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      2. Mike Erwin  🌘 🌑 🌒‏ @DangerCobraM 17 Aug 2019
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        Replying to @TimSweeneyEpic

        Yes! I love CSS's usability but it's very output oriented. For games/DCC, unbounded linear values make the most sense. Maybe even best for all uses now that HDR displays are more mainstream?

        1 reply 0 retweets 5 likes
      3. Mike Erwin  🌘 🌑 🌒‏ @DangerCobraM 17 Aug 2019
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        Replying to @DangerCobraM @TimSweeneyEpic

        When translating materials between #b3d and #ue4, I use some ideas from MaterialX but not its syntax: color 'Glow' = (0.7, 0.3, 0) with all values scene referred, and implied RGB or RGBA. Maybe rgb() hsv() and gray() constructors for flexibility? Hex is nice but be careful 🙂

        0 replies 0 retweets 2 likes
      4. End of conversation
      1. New conversation
      2. Alan Wolfe‏ @Atrix256 17 Aug 2019
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        Replying to @TimSweeneyEpic

        Hdr displays sure are changing the right answer here. Youd want to specify color and brightness together, like nits per color channel or something

        1 reply 0 retweets 5 likes
      3. Martin Weber‏ @martinweber 17 Aug 2019
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        Replying to @Atrix256 @TimSweeneyEpic

        What color space? sRGB is too limited. REC2020? ACES? Color is a complex topic.

        1 reply 0 retweets 0 likes
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      2. Rod Bogart‏ @RodBogart 17 Aug 2019
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        Replying to @TimSweeneyEpic

        The syntax should be considered after the semantics. Colors with and without preapplied tone curves may benefit from different syntaxes. Also, there be a requirement to indicate the bit depth of the values, as well as the ability to extend beyond a common limit (such as 1.0).

        1 reply 1 retweet 2 likes
      3. Joel‏ @VanJoelSan 17 Aug 2019
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        Replying to @RodBogart @TimSweeneyEpic

        What is better cmyk or rgb? (I know none is better, they are different) but whe I render an jpg from corel, rgb normally looks so much vivid. All the printers I use are cmyk tho.

        1 reply 0 retweets 0 likes
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      2. びヨイヘムでへヺのメ - 喩狐‏ @metagrafaux 17 Aug 2019
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        Replying to @MaddenFNBR @TimSweeneyEpic

        Vaulting the mechs is the new "revert" im guessing?

        1 reply 0 retweets 1 like
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