How to set color management view transform for cycles stand-alone ?
current I test cycles standalone ,it’s powerful ,but it’s default use standard view transform in color management,
here what I want to ask how to change view transform from standard to filmc?
I search every codes and can’t find any interfaces and function to do that .
thanks .
here is my xml
<cycles>
<integrator min_bounces="0" max_bounce="12" max_diffuse_bounce="4" max_glossy_bounce="4" max_transmission_bounce="12" max_volume_bounce="0" caustics_reflective="true" transparent_max_bounces="8" transparent_min_bounces="0" method="branched_path" sample_all_lights_direct="true" sample_all_lights_indirect="true" ao_bounces="1" ao_samples="128" volume_bounces="0" volume_max_steps="1024" volume_preview_step_rate="1" volume_step_rate="1" transmission_bounces="12" sample_clamp_direct="0" sample_clamp_indirect="10" seed="0" caustics_refractive="true" filter_glossy="1" light_sampling_threshold="0.009999999776482582" adaptive_threshold="0.009999999776482582" use_multiple_importance_sampling="true"/>
<film show_ative_pixels="false" exposure="1" pass_alpha_threshold="0" filter_type="BLACKMAN_HARRIS" filter_width="1.5" mist_start="5" mist_depth="25" mist_falloff="2" use_approximate_shadow_catcher="false" cryptomatte_depth="0" cryptomatte_passes="CRYPT_NONE"/>
<shader name="Material_1000">
<principled_bsdf name="principled_bsdf0" debugType="BSDF_PRINCIPLED" debugName="principled_bsdf" base_color="0.800000011920929 0.800000011920929 0.800000011920929" subsurface="0" subsurface_radius="1 0.20000000298023224 0.10000000149011612" subsurface_color="0.800000011920929 0.800000011920929 0.800000011920929" subsurface_ior="1.399999976158142" subsurface_anisotropy="0" metallic="0" specular="0.5" specular_tint="0" roughness="0.4000000059604645" anisotropic="0" anisotropic_rotation="0" sheen="0" sheen_tint="0.5" clearcoat="0" clearcoat_roughness="0.029999999329447746" ior="1.4500000476837158" transmission="0" transmission_roughness="0" emission="0 0 0" emission_strength="1" alpha="1" normal="0 0 0" clearcoat_normal="0 0 0" tangent="0 0 0"/>
<connect from="principled_bsdf0 bsdf" to="output surface"/>
</shader>
<transform matrix="0.6488498449325562 -0.6813593506813049 0.3387378752231598 0 0.9631484746932983 0.9171940088272095 0 0 -0.20323225855827332 0.21341484785079956 0.8185662627220154 0 0 0 0 1" mesh_debug_name="Cube">
<state shader="Material_1000" interpolation="flat">
<include src="./objects/YkyMKIudwA4XukHhsNJxy0rAkrxLsu12.xml"/>
</state>
</transform>
<shader name="Light_1001">
<emission name="emission0" debugType="EMISSION" debugName="emission" color="0.6277840733528137 1 0" strength="10"/>
<connect from="emission0 emission" to="output surface"/>
</shader>
<transform matrix="-0.29086464643478394 0.9551711678504944 -0.05518905818462372 0 -0.7711008191108704 -0.1998833566904068 0.6045247316360474 0 0.5663931965827942 0.21839119493961334 0.7946722507476807 0 0.17112243175506592 1.5857387781143188 0.22002041339874268 1">
<state shader="Light_1001">
<light co="0.17112243175506592 1.5857387781143188 0.22002041339874268" dir="-0.5663931965827942 -0.21839119493961334 -0.7946722507476807" axisu="-0.29086464643478394 0.9551711678504944 -0.05518905818462372" axisv="-0.7711008191108704 -0.1998833566904068 0.6045247316360474" size="1" sizeu="0.34999996423721313" sizev="0.10000000149011612" round="false" cast_shadow="true" color="1 1 1" shape="RECTANGLE" spread="3.1415927410125732" is_portal="false" light_type="area" strength="1 1 1" use_mis="false" max_bounces="12" tfm="-0.29086464643478394 0.9551711678504944 -0.05518905818462372 0 -0.7711008191108704 -0.1998833566904068 0.6045247316360474 0 0.5663931965827942 0.21839119493961334 0.7946722507476807 0 0.17112243175506592 1.5857387781143188 0.22002041339874268 1"/>
</state>
</transform>
<transform matrix="0.6859207153320312 0.727676272392273 3.8926863510369e-08 0 -0.32401347160339355 0.305420845746994 0.8953956365585327 0 -0.6515581607818604 0.6141704320907593 -0.44527140259742737 0 7.358891487121582 -6.925790786743164 4.958309173583984 1">
<camera type="perspective" fov="0.39959649248062956" height="1080"/>
</transform>
</cycles>