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Color management decision

Skill ThanhNguyxnOrg/blendops/skills/color-management-decision

AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.

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npx -y skills add ThanhNguyxnOrg/blendops --skill color-management-decision

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Pick the right color management config (sRGB / Filmic / ACEScg / Standard) per output context before render, so colors travel correctly to the consumer.

SKILL.md

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color-management-decision

Purpose

Avoid the most common Blender color mistake: rendering with the wrong color space and then "fixing" it in post. Pick the color management strategy upfront based on the consumer's color pipeline.

Quick start

  • name the consumer (web / print / video / game engine / film)
  • pick one of: sRGB / Filmic / Standard / AgX / ACEScg
  • pin per-output transform (display + view transform + look)
  • emit a 4-line config record + handoff

When to use

  • before render / lookdev pass
  • when consumer color pipeline is known
  • when a previous render had unexpected color shifts

When not to use

  • post-render color grading (handled by compositor / DCC after render)
  • raw modeling without lookdev (color management does not affect model accuracy)

Trigger phrases

  • "what color space"
  • "Filmic vs Standard"
  • "ACEScg for our pipeline"
  • "colors look weird"

Prerequisites / readiness

  • consumer pipeline known
  • target output format known (PNG / EXR / video / GLB)

Input schema

Required inputs

InputWhy it is required
Consumer pipelinesRGB web vs ACEScg film
Target output formatPNG/EXR drive different transforms

Optional inputs

InputUse
Reference image colorMatch calibration
Brand color specVerify primary brand colors render correctly

Assumptions to confirm

  • The user knows the consumer pipeline (or willing to ask).
  • "Just looks good" is not a target; explicit pipeline match is.

Output schema

Primary output

A 4-line config record: Display Device, View Transform, Look, Sequencer.

Secondary output

  • per-output transform if multiple outputs (PNG + EXR + GLB)
  • caveats per choice
  • evidence label

Evidence / caveat output

Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>

Required laws

  • ../../laws/evidence-before-done.md
  • ../../laws/non-blender-user-language.md
  • ../../laws/no-arbitrary-python-interface.md
  • ../../laws/official-runtime-only.md

Official runtime boundary

Decision skill — does not run Blender. Pins config; operator applies in scene render properties.

Operating procedure

  1. Identify consumer pipeline.
  2. Map to color management config (see references/pipeline-mapping.md).
  3. Pin Display Device + View Transform + Look + Sequencer.
  4. Document per-output transform if multiple outputs.
  5. List caveats.

Decision tree

Web (sRGB)?
  → Display sRGB, View Filmic (or Standard for pure flat color), Look None
Film / VFX with ACES (linear)?
  → Display sRGB, View AgX or Filmic, Look None; render output as EXR linear
Game engine (linear / sRGB textures)?
  → Display sRGB, View Standard; export textures as PNG sRGB / Linear per channel
Print?
  → Display sRGB; soft-proof to CMYK in compositor; usually delegate to print prep tool

Playbooks

Playbook A: Web hero (sRGB PNG)

Display: sRGB. View Transform: Filmic. Look: None or Medium High Contrast. Sequencer: sRGB. Output: PNG 8-bit sRGB.

Playbook B: Film / VFX EXR

Display: sRGB. View Transform: AgX. Look: None. Sequencer: sRGB. Output: OpenEXR Linear 16-bit half float.

Playbook C: Game engine (Unity / Unreal)

Display: sRGB. View Transform: Standard. Look: None. Output: per-texture rules (color textures sRGB, data textures Linear).

Playbook D: GLB for web (Three.js)

Display: sRGB. View Transform: Filmic. Look: None. GLB embedded textures: color = sRGB, data = Linear. Three.js renderer.outputColorSpace = SRGBColorSpace.

Mode handling

Text-only mode

Config record only.

Runtime-ready mode

Config record + verified by render preview cross-check (Filmic looks darker than Standard for lit scenes; verify intent).

Blocked runtime mode

Config record only.

Validation checklist

  • Consumer pipeline identified
  • Display Device + View Transform + Look + Sequencer pinned
  • Per-output transform if multiple outputs
  • Caveats listed
  • No "looks good" verdict

Pass / Warn / Fail rubric

VerdictCriteria
PassPipeline-correct config; all 4 lines pinned; per-output rules explicit.
WarnConfig pinned but caveat for one output type missing.
FailWrong pipeline match (e.g. Filmic for ACES VFX); skipped per-output rules; "looks good" verdict.

Failure handling

  • Pipeline unknown → ask once; default to sRGB+Filmic for web.
  • Mixed pipelines (web preview + VFX EXR from same scene) → set per-output, render multiple times if needed.

Troubleshooting

ProblemResponse
Colors washed outVerify View Transform is not Standard for HDR scenes; Filmic is better.
Colors too contrastyTry Look = None; or use AgX.
Brand color reads wrongVerify color picker is in linear vs sRGB intentionally.
Texture appears too brightVerify color texture is loaded sRGB; data texture loaded Linear.

Best practices

  • One config per render, not "default and hope".
  • Verify with a known reference (color chart or brand color).
  • Document choices in scene metadata.
  • Avoid post-process color grading inside Blender for web — let the consumer do it.

Good examples

  • "Consumer: web hero PNG. Display: sRGB. View Transform: Filmic. Look: None. Sequencer: sRGB. Output: PNG 8-bit sRGB."

Bad examples

  • "Use Filmic." — no pipeline context.

User-facing response template

Consumer pipeline: <web / VFX-ACES / game-engine / print / GLB-Three.js>
Output(s): <list>

Color management config:
  Display Device: <…>
  View Transform: <…>
  Look: <…>
  Sequencer: <…>

Per-output rules:
  <output>: <transform / file format>

Caveats: <list>
Limitations: <gaps>
Next: render-export-evidence

Anti-patterns

  • "Just use Filmic" without pipeline context.
  • Mixing color spaces between scene textures and view transform without intent.
  • Post-render color grading inside the same render pass.

Cross-skill handoff

  • Render evidence → ../render-export-evidence/SKILL.md
  • Material check → ../material-quality-checker/SKILL.md
  • Output format → ../output-format-decision/SKILL.md
  • Engine choice → ../cycles-vs-eevee-decision/SKILL.md

Non-goals

  • Color-grade in post.
  • Run Blender.
  • Calibrate a monitor.

References

  • references/pipeline-mapping.md
  • references/per-channel-rules.md
  • references/look-comparison.md
  • ../../docs/skill-system.md

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