All you really need to do for this step is to take a screenshot of the level (or several if you're grading the entire level). Ideally in your shot you should try to include the main character, an enemy, and a diverse environment that includes the sky and a few different materials, just so that you have good coverage of how everything in the level will react to the LUT.
Once you have your shots, open up Photoshop.
Load the images, and place them all in the same document, arranged next to each other.
You also need to add the default LUT image to your Photoshop document.
Your Photoshop document should look something like this:
Note that should should never re-size the document with the default LUT image, if you change/scale the pixels, it will not export properly.
Now we can grade it! There's a few things to keep in mind when doing the grade in Photoshop:
Here's an (extreme) example of a grade in photoshop:
Now you simply flatten the image, so all the color data is baked onto the LUT.
Optional: Crop the image all the way down to only show the LUT. This can help prevent issues with saving.
Save the image, choosing the CryTIFF extension format.
If you name the file with a cch suffix (ie, "colorgrade_cch.tif") then the CryTIFF plugin will automatically use the correct preset. If not, then switch the preset to "Colorchart"
Make sure to save the image in the correct folder (GameSDK/Textures/Colorcharts/)
In case you have issues with the color chart/LUT not appearing in the editor as it does in Photoshop, or just simply not loading, you might have had an error while saving.
Here's a few things to note when exporting the LUT in Photoshop.
When saving, the preview window for the CryTIFF plugin should look like this:
If it looks like this:
The plugin might not be able to accurately find the colorchart texture border within the image. You should be able to fix it by cropping the image down exactly to the border of the LUT texture.
If it looks like this:
The plugin might not be able to determine the border of the colorchart. It could be that the color or contrast of the border has changed too drastically from the original.
I find that the best way to fix this is to copy/paste the original border back over your new LUT texture so that it looks like yellow/black stripes again.
There are a few ways to apply the LUT in the editor. Unfortunately there's no UI integration for this, so for previewing purposes, you need to use the Console.
Make sure colorgrading is active by default (it should be) with this CVar:r_ColorGrading 1
Load the new colorchart/LUT using this cvar: r_ColorGradingChartImage Textures/Colorcharts/colorgrade_cch.tif
Note that you need to give the full path with GameSDK as the root.
Open flowgraph, and add the node:Image:ColorGradient
For single player missions, you will also need to add a few nodes to set "default" colorgrading options. This is because the UI calls certain colorgrading LUTs when the player is hit, or when the player uses Focus.
The node is called: Image:ColorGradientDefaults
In the "TexturePath" input, add the full path of the LUT (just like in the Console example above).
Trigger it all on GameStart or something else.
The flowgraph should look something like this:
Now when you jump in game (or trigger it), the grade should be switched on.