Cyberpunk LUT Workflow Help
Budget: $10 – $30 USD
I need a rock-solid, step-by-step workflow for building a custom LUT for Cyberpunk 2077 with the “LUT SWITCHER – Utility Pack.” I am capturing my reference frame in-game with the mod’s Flat Log Profile (No Gamut Compression) - this profile uses ARRI LoC3 - pulling that screenshot into DaVinci Resolve, grading it, exporting a .cube file, and then applying it to the provided log.dds neutral file.
https://www.nexusmods.com/cyberpunk2077/mods/16310
Here’s where I’m stuck: every combination of settings I try—input color space, output color space, and gamma—breaks once the LUT is back in the game. I’ve cycled through Rec.709, sRGB, and Adobe RGB for the input space, matched and mixed various outputs, toggled between log and linear gammas—you name it. The end result is always off-hue and unusable.
What I’m looking for:
• A clear explanation of the correct Resolve color-management chain for this exact mod (project settings, timeline color space, input/output transform choices, and gamma).
• Precise instructions for baking the .cube into the log.dds so that the in-game preview matches what I see on my calibrated monitor.
• A short acceptance test I can run—one or two scenes or lighting conditions where the LUT should look identical to the graded reference—to confirm everything is correct.
If you could talk to me helping me clear up my doubts, that would work too.I’m comfortable following technical instructions; I simply need to know the exact steps.
https://www.nexusmods.com/cyberpunk2077/mods/16310
Here’s where I’m stuck: every combination of settings I try—input color space, output color space, and gamma—breaks once the LUT is back in the game. I’ve cycled through Rec.709, sRGB, and Adobe RGB for the input space, matched and mixed various outputs, toggled between log and linear gammas—you name it. The end result is always off-hue and unusable.
What I’m looking for:
• A clear explanation of the correct Resolve color-management chain for this exact mod (project settings, timeline color space, input/output transform choices, and gamma).
• Precise instructions for baking the .cube into the log.dds so that the in-game preview matches what I see on my calibrated monitor.
• A short acceptance test I can run—one or two scenes or lighting conditions where the LUT should look identical to the graded reference—to confirm everything is correct.
If you could talk to me helping me clear up my doubts, that would work too.I’m comfortable following technical instructions; I simply need to know the exact steps.
Related categories:
Game Design
Post-Production
Game Development
DaVinci Resolve
Color Grading
Modding