Author Topic: All Color mapping/postproduction feature requests  (Read 74879 times)

2019-04-03, 12:56:28
Reply #75

bluebox

  • Active Users
  • **
  • Posts: 268
    • View Profile
Requests: pretty much most of the things that Dubcat has been covering in his thread re tonemapping.

For me I'd like to see reworked tonemapping from the ground up (proper filmic controls). Essentially I'd like DSLR like VFB results, especially with regard to burnouts/black crush and sometimes odd colour saturation. I've mentioned this before but if we could somehow port whatever FStorm is doing with their tonemapping to Corona I would never use FStorm again (well, apart from it's sweet geopattern feature and the way it cleans up DOF).

This. Please.

2019-04-03, 14:29:35
Reply #76

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
For me the most needed features (beside already implemented ones) are LUTs - but implemented in such fashion, that user can select whole folder - and then easily switch between them (scroll), see the look, and choose the right one, because choosing one and then browsing t another is just a pain

I don't quite get it. This is exactly how it currently works :) And intensity would be "Opacity". You just have to set the mouse focus to the LUT line (not the arrow), then scroll with mouse wheel.


Good Luck

Maybe it wasn't how it works, back then in mid 2016?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2019-04-03, 14:58:29
Reply #77

Frood

  • Active Users
  • **
  • Posts: 1903
    • View Profile
    • Rakete GmbH
Oh yes, sure, my bad, dunno what happened. Was clicking on the jump-to-last-post button in the unread messages list and had that post in front of me - replied without looking at the date :)


Good Luck



Never underestimate the power of a well placed level one spell.

2019-05-15, 11:55:32
Reply #78

Attila Cselovszki

  • Active Users
  • **
  • Posts: 16
    • View Profile
Hi,

We would like to create a before render script that loads in the chosen predefined setup to the post process config of VFB. In this way we would be able to apply LUT, Tone mapping, bloom etc in one round per camera in batch render. I know that all of these can be handled in render settings but ideally it would be nice to just load in our existing setups by script.
I would like to kindly request a direct access to the post process config via Maxscript.
Thanks in advance,
Attila

2019-06-10, 19:17:42
Reply #79

vicmds

  • Active Users
  • **
  • Posts: 56
    • View Profile
I searched for this, but haven't seen anyone mention it.

The VFB histogram doesn't respond to LightMix changes. Is there a limitation, or is it by design? It'd come in handy to have a real time feedback after adjusting the lights, if it's even possible/feasible

2019-06-11, 17:41:04
Reply #80

Jpjapers

  • Active Users
  • **
  • Posts: 1644
    • View Profile
Hi,

We would like to create a before render script that loads in the chosen predefined setup to the post process config of VFB. In this way we would be able to apply LUT, Tone mapping, bloom etc in one round per camera in batch render. I know that all of these can be handled in render settings but ideally it would be nice to just load in our existing setups by script.
I would like to kindly request a direct access to the post process config via Maxscript.
Thanks in advance,
Attila

Pretty sure all of the post process settings are accessible via maxscript already as the post process settings are also available within render setup.

You can enter

Code: [Select]
show renderers.current

into the listener to see all available functions.

This spits out a list of every endpoint in maxscript for the corona settings

Code: [Select]
   .geometry_accelerationStructure (devel_accelerationStructure) : integer
  .shading_primarySolver (performance_primarySolver) : integer
  .shading_secondarySolver (performance_secondarySolver) : integer
  .lights_samplesMult (performance_lightSamplesMultiplier) : float
  .shading_renderEngine (performance_renderEngine) : integer
  .progressive_timeLimit (main_timeLimit) : integer
  .shading_giToAaRatio (performance_giAaBalance) : integer
  .image_prefilter_type (framebuffer_imagePreFilterType) : integer
  .image_prefilter_width (framebuffer_imageFilterWidth) : float
  .geometry_minInstanceSaving (devel_minInstanceSaving) : integer
  .geometry_maxNormalDiff (devel_maxNormalDifference) : float
  .progressive_passLimit (main_passLimit) : integer
  .lights_solver (devel_lightsSolver) : integer
  .shading_maxSampleIntensity (performance_maxSampleIntensity) : float
  .shading_maxRayDepth (performance_maxRayDepth) : integer
  .bg_overrideDirect (enviro_directVisibilityOverride) : boolean
  .bg_overrideReflect (enviro_reflectionsOverride) : boolean
  .renderStamp (framebuffer_renderstamp) : string
  .lights_renderHidden (main_renderHiddenLights) : boolean
  .texmapFiltering (devel_texmapFiltering) : integer
  .bg_overrideRefract (enviro_refractionsOverride) : boolean
  .alphaAlwaysSolid (devel_allObjectsHaveSolidAlpha) : boolean
  .system_randomSampler (devel_randomSampler) : integer
  .renderstamp_use (framebuffer_renderstampUse) : boolean
  .lights_solverFracLocal (devel_combSolverLocalFrac) : float
  .lights_solverFractGlobal (devel_combSolverGlobalFrac) : float
  .lights_portalSampleFraction (devel_portalFraction) : float
  .colorMap_simpleExposure (camera_exposureEv) : float
  .colorMap_highlightCompression (camera_highlightCompression) : float
  .colorMap_colorTemp (camera_whiteBalance) : float
  .colorMap_contrast (camera_contrast) : float
  .gi_photons_emitted (photons_emitted) : integer
  .gi_photons_lookupCount (photons_lookupCount) : integer
  .gi_photons_storeDirect (photons_storeDirectLighting) : boolean
  .gi_photons_depth (photons_maxDepth) : integer
  .lights_samplingMode (devel_lightsSamplingMode) : integer
  .geometry_displace_maxSizeScreen (performance_displacementScreenSize) : float
  .mb_segmentsTransform (camera_motionBlurTransformationSegments) : integer
  .mb_segmentsGeometry (camera_motionBlurGeometrySegments) : integer
  .mb_frameOffset (camera_motionBlurFrameOffset) : float
  .gi_ppm_alpha (ppm_alphaRadiusReduction) : float
  .gi_ppm_initialRadius (ppm_initialLookupRadius) : float
  .gi_ppm_ptSamplesPerIter (ppm_PtSamplesPerIteration) : integer
  .gi_ppm_photonsPerIter (ppm_photonsPerIteration) : integer
  .gi_vcm_mis (vcm_useMis) : boolean
  .gi_vcm_mode (vcm_mode) : integer
  .gi_vpl_emittedCount (vpl_emittedCount) : integer
  .gi_vpl_usedCount (vpl_usedCount) : integer
  .gi_vpl_clamping (vpl_maxIntensityClamping) : float
  .gi_vpl_progressiveBatch (vpl_vplsPerBatch) : integer
  .dof_bokehResolution (camera_customBokehResolution) : integer
  .dof_bokehBlades (camera_bladedBokehBlades) : integer
  .dof_bokehRotation (camera_bladedBokehRotation) : float
  .dof_use (camera_depthOfFieldEnable) : boolean
  .dof_sensorWidth (camera_sensorWidth) : float
  .bg_texmapUseReflect (enviro_reflectionsOverrideTexmapUse) : boolean
  .bg_texmapUseMain (enviro_texmapUseMain) : boolean
  .bg_texmapUseRefract (enviro_refractionsOverrideTexmapUse) : boolean
  .bg_texmapUseDirect (enviro_directVisilibityOverrideTexmapUse) : boolean
  .mtlOverride_enabled (main_mtlOverrideEnabled) : boolean
  .mtlOverride_includeMode (main_mtlOverrideIncludeMode) : boolean
  .bg_color (enviro_colorMain) : RGB color
  .shading_exitColor (devel_exitColor) : RGB color
  .bg_colorDirect (enviro_directVisibilityOverrideColor) : RGB color
  .bg_colorReflect (enviro_reflectionsOverrideColor) : RGB color
  .bg_colorRefract (enviro_refractionsOverrideColor) : RGB color
  .geometry_displace_maxSizeWorld (performance_displacementWorldSize) : worldUnits
  .mtlOverride (main_mtlOverride) : material
  .bg_texmap (enviro_texmapMain) : texturemap
  .bg_texmapDirect (enviro_directVisibilityOverrideTexmap) : texturemap
  .bg_texmapReflect (enviro_reflectionsOverrideTexmap) : texturemap
  .bg_texmapRefract (enviro_refractionsOverrideTexmap) : texturemap
  .dof_bokehTexmap (camera_customBokehTexmap) : texturemap
  .overrideMtl_exclude (main_mtlOverrideExclude) : node array
  .globalVolumeMtl (enviro_globalVolumeMaterial) : material
  .lights_enviroDistance (devel_enviroDistance) : worldUnits
  .dr_slaveAddresses : string array
  .dr_slaveResolvedNames : string array
  .dr_enable : boolean
  .dr_synchInterval (dr_synchronizationInterval) : integer
  .dr_searchDuringRender (dr_searchLanDuringRender) : boolean
  .system_drMaxDumpPixels (dr_maxPixelsToTransferAtOnce) : integer
  .globalVolumeMtl_use (enviro_useGlobalVolumeMaterial) : boolean
  .dof_bokehShape (camera_apertureShapeBokeh) : integer
  .mb_useCamera (camera_motionBlurEnableCamera) : boolean
  .mb_useGeometry (camera_motionBlurEnableGeometry) : boolean
  .stringOptions (devel_stringOptions) : string
  .gi_uhdCache_precalcMode (hdcache_precomputationMode) : integer
  .gi_uhdCache_save (hdcache_afterRender) : boolean
  .dr_retainExr (dr_retainExrs) : boolean
  .vfb_clearBetweenRenders (framebuffer_clearVfbInbetweenRenders) : boolean
  .colorMap_iso (camera_iso) : float
  .colorMap_fStop (camera_fStop) : float
  .colorMap_shutterSpeed (camera_shutterSpeed) : float
  .colorMap_tint (camera_colorTint) : RGB color
  .geometry_embree_lowMemory (devel_embreeLowMemory) : boolean
  .geometry_embree_highQuality (devel_embreeHighQuality) : boolean
  .geometry_embree_precise (devel_ebmreeprecise) : boolean
  .bg_source (enviro_sceneEnvironmentSource) : integer
  .geometry_displace_subdivType (performance_displacementType) : integer
  .interactive_giSamplesMult (interactiveGiAaRatioMultiplier) : float
  .interactive_hdPrecompMult (interactiveHdcachePrecompDensityMultiplier) : float
  .interactive_hdQualityMult (interactiveHdCacheRecordQualityMultiplier) : float
  .multithreadedParsing (devel_multithreadedParsing) : boolean
  .cloneTexmaps (devel_cloneTexmaps) : boolean
  .gi_uhdCache_doViz (hdcache_doViz) : boolean
  .gi_uhdcache_precision (uhdcache_precision) : float
  .gi_uhdcache_precompDensity (uhdcache_precompDensity) : float
  .gi_uhdcache_interpolationCount (uhdcache_interpolationCount) : integer
  .gi_uhdcache_normalSensitivity (uhdcache_normalSensitivity) : float
  .gi_uhdcache_dirSensitivity (uhdcache_dirSensitivity) : float
  .gi_uhdcache_glossThreshold (uhdcache_glossyThreshold) : float
  .rolloutsStatus : string
  .mtlEditor_lightsIntensity (materialEditorLightsIntensity) : float
  .mtlEditor_lightsSize (materialEditorLightsSize) : float
  .gi_uhdcache_preset (uhdcache_preset) : integer
  .interactive_passLimit (system_interactivePassLimit) : integer
  .mtlOverride_preserveDisplacement (main_mtlOverridePreservesDisplacement) : boolean
  .colormap_additionalGamma : float
  .colormap_exposureType (camera_exposureType) : integer
  .lockSamplingPattern (performance_lockSamplingPattern) : boolean
  .dr_numThreads : integer
  .renderSelected_mode (main_renderSelected_mode) : integer
  .renderSelected_objectId (main_renderSelected_objectId) : integer
  .renderSelected_list (main_renderSelected_includeExclude) : node array
  .renderSelected_includeMode (main_renderSelected_includeMod) : boolean
  .adaptivity_enable (Enable_image_space_adaptivity) : boolean
  .adaptivity_targetError (Target_image_noise_level__error) : float
  .denoise_filterType (Denoising_algorithm_type) : integer
  .denoise_sensitivity (Denoising_strength) : float
  .denoise_blendAmount (Denoising_blend_amount__0___1) : float
  .shading_fbSampleClamp (Frame_buffer_samples_clamping) : float
  .adaptivity_interval (Adaptivity_recompute_interval) : integer
  .denoise_textureBlur (Texture_denoising_blurring) : float
  .colorMap_filmic_highlightCompression (colormap_filmic_highlights) : float
  .colorMap_filmic_richShadows (colormap_filmic_shadows) : float
  .colorMap_saturation : float
  .shading_onlyElements (Render_only_elements_and_masks__as_opposed_to_full_shading) : boolean
  .vignette_intensity : float
  .vignette_falloff : float
  .bloomGlare_bloomIntensity : float
  .bloomGlare_glareIntensity : float
  .bloomGlare_colorIntensity : float
  .bloomGlare_colorShift : float
  .bloomGlare_streakCount : integer
  .bloomGlare_rotation : float
  .bloomGlare_streakBlur : float
  .bloomGlare_threshold : float
  .colorMap_lightmixColors (LightMix_individual_lights_colors) : point3 array
  .colorMap_lightmixIntensities (LightMix_individual_lights_intensities) : float array
  .colorMap_lut_enable (lut_enable) : boolean
  .colorMap_lut_opacity (lut_opacity) : float
  .colorMap_lut_convertToLog (lut_convertToLog) : boolean
  .bloomGlare_enabled : boolean
  .colorMap_colorTemp15Hack (Legacy_1_5_color_balance) : boolean
  .lights_enviroSolver (Environment_light_solver) : integer
  .curves_enable (Use_curve_color_mapping) : boolean
  .curves_master_nodes (Nodes_of_the_brightness_channel_of_curve_color_mapping) : point3 array
  .curves_master_interpol (Interpolation_type_of_the_brightness_channel) : integer
  .curves_r_nodes (Nodes_of_the_red_channel_of_curve_color_mapping) : point3 array
  .curves_r_interpol (Interpolation_type_of_the_red_channel) : integer
  .curves_g_nodes (Nodes_of_the_green_channel_of_curve_color_mapping) : point3 array
  .curves_g_interpol (Interpolation_type_of_the_green_channel) : integer
  .curves_b_nodes (Nodes_of_the_blue_channel_of_curve_color_mapping) : point3 array
  .curves_b_interpol (Interpolation_type_of_the_blue_channel) : integer
  .bloomGlare_halfFloat : boolean
  .sharpening_amount : float
  .sharpening_radius : float
  .renderstamp_fontSize (Render_Stamp_size__px) : integer
  .system_vfbRegions (List_of_VFB_regions) : point3 array
  .system_vfbRegions_enabled (Enable_disable_VFB_regions) : boolean
  .obsoleteTabParam (Removed_parameter) : int array
  .colorMap_enabled (Enable_tone_mapping) : boolean
  .colormap_lightmix_elementNames (Names_of_LightSelect_elements) : string array
  .colorMap_lightmixEnabledLayers (On_off_boolean_parameter_for_each_light_group) : boolean array
  .blurring_radius : float
  .sharpening_blurring_enable : boolean
  .progressive_interlacingLevel (IR_progressive_renderer_subsampling) : integer
  .dr_slaveEnabled (Enable_each_slave_in_DR) : boolean array
  .terminator_shadowShift (Terminator_shadow_shift) : float
  .terminator_bumpShadowSharpness (Terminator_bump_mapping_sharpness) : float
  .system_drRenderStripOnly (Render_only_one_strip_at_a_time) : boolean
  .interactive_forcePt (Force_PT_PT_for_interactive_rendering) : boolean
  .interactive_showFps (Show_FPS_counter_for_interactive_rendering) : boolean
  .geometry_hairSubdivs (Hair_tesselation_subdivs) : integer
  .hairPlanes (Planar_hair) : boolean
  .gi_uhdCache_file (hdcache_saveLoadFilename) : filename
  .colorMap_lut_path (lut_path) : filename
  .lights_useAdaptiveSolver (Use_1_7_experimental_adaptive_light_solver) : boolean
  .interactive_measureFps (Benchmark_interactive_performance__JUST_FOR_DEBUGGING) : boolean
  .meta_lastMaxVersion (3ds_Max_version_in_which_this_scene_was_saved_last) : string
  .meta_savedInMaxVersions (List_of_versions_in_which_this_scene_was_saved) : string
  .meta_systemUnitsToMm (Scene_system_units_to_millimeters) : float
  .meta_displayUnits (Scene_display_units) : string
  .meta_coronaVersion (Current_Corona_version) : string
  .mtlOverride_preserveLightMtl (main_mtlOverridePreservesLightMtl) : boolean
  .mtlOverride_preservePortalMtl (main_mtlOverridePreservesPortalMtl) : boolean
  .mtlOverride_preserveUnsupportedMtl (main_mtlOverridePreservesUnsupportedMtl) : boolean
  .mtlOverride_preserveGlassMtl (main_mtlOverridePreservesGlassMtl) : boolean
  .denoise_duringRender : boolean
  .geometry_displace_useAutoBump (displace_useAutoBump) : boolean
  .devel_enable : boolean
  .system_tooltips_enable (tooltips_enable) : boolean
  .system_language : string
  .system_numThreads (num_threads) : integer
  .vfb_3dsMaxUpdateInterval (3ds_max_vfb_update_interval) : integer
  .system_vfbHistoryAutosave (vfb_history_autosave) : boolean
  .system_vfbHistoryMaxSizeMb (vfb_history_max_size_mb) : integer
  .lockMax (lock_max) : boolean
  .mtlEditor_custom (mtl_editor_custom) : boolean
  .mtlEditor_quality (mtl_editor_quality) : float
  .interactive_numThreads (interactive_num_threads) : integer
  .interactive_mtlEditor (interactive_mtl_editor) : boolean
  .vfb_autosave_enable : boolean
  .vfb_autosave_interval (vfb_autosave_internal) : float
  .vfb_autosave_countEnd (vfb_autosave_count_end) : integer
  .vfb_autosave_count : integer
  .vfb_autosave_filename : string
  .vfb_type : integer
  .system_vfbTitle (vfb_title) : string
  .colorpicker_space : integer
  .colorpicker_range : integer

2019-11-23, 23:31:30
Reply #81

lupaz

  • Active Users
  • **
  • Posts: 951
    • View Profile
Dehaze, like in photoshop raw dehaze.

2020-03-30, 16:20:24
Reply #82

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12711
  • Marcin
    • View Profile
If all goes well, we will get new bloom and glare in Corona 6 (remember the roadmap is tentative though - so no promises can be made!) - https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2020-04-29, 19:09:35
Reply #83

Deviianne

  • Users
  • *
  • Posts: 1
    • View Profile
It's been almost 3 years from last update of the post and there is still no ICC profiles in VFB. This is really crucial for people working on wide gamut displays. Please add this option.