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Inspiring
October 19, 2017

P: LUT/Color Profile problem

  • October 19, 2017
  • 48 replies
  • 2059 views

LUT Color Profile Problem in Lightroom Classic

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48 replies

Known Participant
October 21, 2017
I have the same issue after update. And by the way this bug in Adobe Bridge in camera raw module with edits too. 

(This issue is the most visible when apply color profile of monitor created by calibration device. )

ICC profile HERE  HERE

One monitor iMac (27-inch, Late 2013)

Calibrated with i1Display Pro in basiCColor Display and i1Profiler too.

Lightroom Classic version: 7.0 [ 1140024 ]
License: Creative Cloud
Operating system: Mac OS 10
Version: 10.13 [0]
Application architecture: x64
Logical processor count: 8
Processor speed: 3,5 GHz
Built-in memory: 16 384,0 MB
Real memory available to Lightroom: 16 384,0 MB
Real memory used by Lightroom: 1 735,2 MB (10,5%)
Virtual memory used by Lightroom: 5 485,6 MB
Memory cache size: 82,4MB
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1095MB / 8191MB (13%)
Camera Raw real memory: 1130MB / 16384MB (6%)
Displays: 1) 2560x1440

Graphics Processor Info: 
Metal: NVIDIA GeForce GTX 780M



Application folder: /Applications/Adobe Lightroom Classic CC
Library Path: /Users/DJ_Nail/Pictures/Lightroom Catalogs/2015/11.2015/11.2015-2.lrcat
Settings Folder: /Users/DJ_Nail/Library/Application Support/Adobe/Lightroom

Installed Plugins: 
1) Aperture/iPhoto Importer Plug-in
2) Export to Photomatix Pro
3) HDR Efex Pro 2
4) Helicon Focus Export
5) LRT Export 4
6) Luminar

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: Built-in Output
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce GTX 780M OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 2.1 NVIDIA-10.24.28 355.11.10.10.10.160
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
October 21, 2017
Cheers Simon - all sorted now, and cheers Ad for the correct folder location to drop Simons config.lua file.  It's the same location under El Cap 10.11.6 for those of us on Apples abandoned machines.

Perfecto!
addieleman
Known Participant
October 21, 2017
I tried tip #2 on https://helpx.adobe.com/lightroom/kb/crash-gpu-directx-enabled.html. The location to place the file is not valid when Lr is configured to store presets with the catalog, still showing "Metal: ..." for the GPU checkbox and no flags reported in system info.

When placing the config.lua in
/Users/<user name>/Library/Application Support/Adobe/Lightroom/
(macOS Sierra), the GPU checkbox states "OpenGL", the setting is reported in system info and no more blocked-up shadows.

Thanks!
addieleman
Known Participant
October 21, 2017
I have this issue. My machine is an iMac 27" Retina late 2015, using only the iMac's display, no other monitors.

The ICC profile in use comes from calibration with Datacolor Spyder5Elite, downloadable here.
Adobe Employee
October 21, 2017
Hi Tice,

Thank you for confirming that your issue is reproducible in the Photoshop's ACR and Bridge. 

You can try the possible Lr Classic workaround that I suggested to Andy to see if that works. If not, then the short term workaround is to turn off the GPU acceleration from the Lightroom and ACR's preference dialog until we can confirm and fix the issue.
Adobe Employee
October 21, 2017
For people who has the issue, please attached the ICC color profile of your primary Lightroom display (monitor) to this thread.


Also can you report if you have a multiple monitor setup. If so, what happens if you disconnect your secondary display, does the color discrepancy between library and develop still appear. 
Adobe Employee
October 21, 2017
Hi Andy,

Good suggestion. Try tip #2 on https://helpx.adobe.com/lightroom/kb/crash-gpu-directx-enabled.html to force Lr falling back to OpenGL and see if it helps. The tip works with macOS as well.
Inspiring
October 21, 2017
Andy,

Metal is actually Apples API. it allows for more direct access to the graphics hardware so that is actually a good thing. The issue appears to be because Adobe is not using their own color management when the GPU is enabled. 
 
The problem is a combo of Apple and Adobe. Apple for years now has been unable to properly support calibrated table based profiles. This is an issue with OS level stuff like Safari, image preview, etc.... Its not an issue with pro software because it uses its own built in color management. 

I've now been able to reproduce this problem in Photoshop's ACR and Bridge. This is 100% unacceptable. Apple has no near term plans to fix this issue and Adobe has been aware of it for years. To not provide *AT LEAST* an option to choose whether you use Adobe's color management or Apple's is a joke.  (DaVinci Resolve provides this option)

I'm curious to see what any other staff member has to say regarding this because quite frankly at this point my patience has run thin. Previous LR versions have had a host of performance problems and now this.  

Theres other competition on the market perhaps its time to just give up.
October 20, 2017
Simon, just uploaded a video here https://youtu.be/N1YuSTt8MLc that illustrates the problem, and also that the problem did NOT exist before the upgrade from the last itteration of CC2015.

Is there any way to force Lr Classic to use/see OpenGL instead of this 'Metal' - what ever that is?
Inspiring
October 19, 2017
Simon, it’s the other way around. GPU enabled is exhibiting the problem.