Seeing hue shifts in skies that weren't so obvious previously, despite a very relaxed LUT.
Will investigate tonight...
Bad LUT bends are not manifested like this (smooth hue shifts), if you would have that you see things more similar to posterizing. It's quite difficult to make bad LUT bends visible in real images as one have to have a gradient that exactly hits the area of the bad bend. That's why I think plot analysis is an important tool when doing more advanced design otherwise those bad bends are easily missed.
We've had a recent history of troubles in the highlights, rolling off towards clipping is a quite difficult problem, so there can be yet a problem there. First thing would then be to disable the curve we've had issues with by setting KeepFactor to 1.0 (default 0.0) in the Curve section. In the neighbor "dummies" thread there was an issue with magenta cast close to clipping (which does not happen in the latest 0.9.11), but the magenta here seems too far off from clipping to be related to that.
However skies can go from cyan to magenta for real, a bit depending on where the sun is and atmospheric conditions. DCamProf keeps saturation closer to clipping than typical bundled profiles so it may have just made a real sky hue shift more visible.
If it's not there at all with the bundled profile, then it's probably a problem. If it's just more visible it's probably not a bug, but it may be an undesirable look to you. Then letting it desaturate more can be an option. You can then reconfigure the tone reproduction rolloff to this for example:
"Rolloff": {
"KeepFactorHueCurve": { "CurveType": "Linear", "CurveHandles": [ [ 0,0.0 ], [ 360,0.0 ] ] },
"LowSatScaleHueCurve": { "CurveType": "Linear", "CurveHandles": [ [ 0,1.0 ], [ 360,1.0 ] ] },
"HighSatScaleHueCurve": { "CurveType": "Linear", "CurveHandles": [ [ 0,1.0 ], [ 360,1.0 ] ] }
}
(read data-examples/ntro_conf.json for an explanation of the parameters)
Another more advanced configuration would be to use the stretch operator to even out light blue sky colors, like you can even out skin color.
When it comes to these type of color issues, if there is a bug it's most likely related to the tone reproduction operator, so what one can do is to render a linear profile (no tone curve) and have that as a reference to compare with. If the color shift is not there with the linear profile it is a problem. One can of course also compare to the bundled profile and I would do that as well, but then keep in mind that there's a (minor) risk that they have already done things like smoothing out colors.