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P: LUT/Color Profile problem

Explorer ,
Oct 18, 2017 Oct 18, 2017

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LUT Color Profile Problem in Lightroom Classic

Bug Fixed
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macOS , Windows

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correct answers 1 Correct answer

Adobe Employee , Oct 21, 2017 Oct 21, 2017
Good to hear that the tip #2 works for you in Lr (see 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).

The following is a workaround for Camera Raw, it involves editing a GPU preference file at this location:

/Users/[user name]/Library/Application Support/Adobe/CameraRaw/GPU/Camera Raw GPU Config.txt

Edit the text file (actually an XMP formatted file) in a text editor

change the line:

crs:gp
...

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Participant ,
Oct 20, 2017 Oct 20, 2017

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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!

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Guest
Oct 20, 2017 Oct 20, 2017

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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!

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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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

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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Tip #2 work,

Graphics Processor Info: 
OpenGL: NVIDIA GeForce GTX 780M OpenGL Engine

Check OpenGL support: Passed

but the difference is still slightly visible between library module and develop. 
Not so much, but still noticeable.
Image for testing HERE

(In Adobe Camera Raw issue still visible )

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Guest
Oct 21, 2017 Oct 21, 2017

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Evgeny - your system report should not say metal under GPU - it should say OpenGL if you have placed the config.lua file in the Library>Application Support>Adobe>Lightroom folder.  Once you have done that you need to restart Lightroom Classic CC.

I did a video on the install this morning https://youtu.be/qozuHWU60so

Previews have always looked ever so slightly different because they are neither the same bit depth or colour space as the raw data display in the Develop module, which displays MelissaRGB in the Lightroom GUI of the Dev module.

MelissaRGB is actually ProPhoto RGB color numbers plotted on the sRGB tone curve.  In the background Lightroom applies your adjustments via gamma correction to the raw data in ProPhotoRGB and the native raw data gamma - gamma 1.0

Lightroom previews are at best tagged with the AdobeRGB1998 colour space(1:1) or sRGB when small sizes/quality settings are selected.

Hence they will never look EXACTLY the same - but differences are usually near-imperceptible.

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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Yes i have placed config file.Previews in both module the same (view in jpeg) if GPU box is unchecked
(You wrote about preview in RAW. But I specially test with a jpeg file)

P.S. Before updating, the files in both windows were equally visible

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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Andy, you use LUT .icc or matrix icc color profile???After update on High Sierra problem with shadows detail i have in: Photos, Safari, Preview and etc apps

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Adobe Employee ,
Oct 21, 2017 Oct 21, 2017

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Good to hear that the tip #2 works for you in Lr (see 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).

The following is a workaround for Camera Raw, it involves editing a GPU preference file at this location:

/Users/[user name]/Library/Application Support/Adobe/CameraRaw/GPU/Camera Raw GPU Config.txt

Edit the text file (actually an XMP formatted file) in a text editor

change the line:

crs:gpu_preferred_system=“”

to 

crs:gpu_preferred_system=“OpenGL”

Save the file and relaunch Photoshop (Or Bridge). This later tip should work for ACR and Lr (Classic or CC) as well.

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Adobe Employee ,
Oct 21, 2017 Oct 21, 2017

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We'll investigate the display color profiles. Thanks.

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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https://www.dropbox.com/s/cvaxcn612hieuwo/XYZLUT%2BMTX.icc?dl=0

Here is a display profile from me causing issues 

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Explorer ,
Oct 21, 2017 Oct 21, 2017

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Great thank you! This appears to work for ACR and LR Classic for the time being.  Its not consistent to previous versions.

I hope there is a patch soon that clears up this issue with metal.

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Explorer ,
Oct 22, 2017 Oct 22, 2017

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Not work for me in Adobe Bridge (Camera Raw).
Edit and save file, but after start up app file recovery to "crs:gpu_preferred_system=”" view automatically.
In Camera Raw Settings: "Metal:.....

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Adobe Employee ,
Oct 23, 2017 Oct 23, 2017

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Hey Eartho,

Do you happen to have the link to the post on Reddit that you saw?

Thanks,
Melissa
Melissa Rios, Product Manager, Community Experiences & Platforms | Adobe

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Adobe Employee ,
Oct 23, 2017 Oct 23, 2017

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If you know what the subreddit is and not the link, that will still be helpful.

-Melissa
Melissa Rios, Product Manager, Community Experiences & Platforms | Adobe

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Mentor ,
Oct 23, 2017 Oct 23, 2017

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New Here ,
Oct 23, 2017 Oct 23, 2017

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I have this same issue in develop module with the gpu enables. I believe this might be related to the following bug (or caused by it): https://apple.stackexchange.com/questions/271825/bug-macos-sierra-preview-quick-look-issues-with-ren...

which occurs with certain ICC profiles generated by programs like DisplayCal.

In fact, if I switch back to the default ICC profile provided by apple, the GPU bug no longer occurs. It's only when I have the displaycal ICC profile enabled, GPU enabled and I am in develop module.

Profile causing problem: https://www.dropbox.com/s/r7b0l5ucr1fxp3e/iMac%2312017-10-0220-22D65002.2F-SXYZ...

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Community Beginner ,
Oct 26, 2017 Oct 26, 2017

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Community Beginner ,
Oct 27, 2017 Oct 27, 2017

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also some says disable GPU acceleration will fix, but the speed will back to stone age, 

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Explorer ,
Oct 28, 2017 Oct 28, 2017

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This solve only for Eizo monitors and Eizo calibration app

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LEGEND ,
Oct 28, 2017 Oct 28, 2017

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I do have the same problem - updated to LR Classic CC yesterday. Previous Lightroom CC works just fine so I switched back to that.

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New Here ,
Oct 28, 2017 Oct 28, 2017

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I'm able to switch to open GL using config.lua but there is still a difference in the display of dark images in develop module depending on whether the GPU is enabled (with open GL) or not.

https://www.dropbox.com/s/xunoodlqvobj3j7/lr-open-gl-off.png?dl=0

https://www.dropbox.com/s/q0kw6q5h20pqvvl/lr-open-gl-on.png?dl=0

My icc profile

https://www.dropbox.com/s/uf3piy39y0dc08u/iMac%2312017-10-0220-22D65002.2F-SXYZ...

Note that with metal the difference in tones is very obvious. With open-gl the difference is much subtler but still exists.

Finally, in the absence of a fix, which version is displaying the correct colors in develop module? Should I rely on the GPU-off or GPU-on with open GL?

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LEGEND ,
Apr 12, 2021 Apr 12, 2021

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Is there any news on this?

I am seeing a very similar (but opposite) problem with Lightroom 10, Mac OS Catalina 10.15.5 and a display profile that uses XYZ LUT.

In the Develop module the images show correctly, while in the Library module the blacks are crushed.

This happens with both JPEG and RAW images and with both embedded and smart previews.

Disabling GPU acceleration makes no difference and the config.lua file doesn't seem to work anymore. The file is parsed correctly and the option appears in system info but Metal is still used instead of OpenGL.

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LEGEND ,
Apr 12, 2021 Apr 12, 2021

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LATEST

This conversation is marked Solved, meaning Adobe thinks the problem was addressed (at least a couple years ago).  I suggest these steps:

- Test if your display profile is corrupted or incompatible with LR:

http://www.lightroomqueen.com/articles-page/how-do-i-change-my-monitor-profile-to-check-whether-its-...

That is the most common cause of color and tonal differences between Library and Develop. 

- If you still see a difference between Library and Develop after setting the display profile to sRGB, then start a new thread describing your problem.

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