Corona Renderer Forum

General Category => Feature requests => Topic started by: Ondra on 2014-04-21, 16:35:36

Title: All Color mapping/postproduction feature requests
Post by: Ondra on 2014-04-21, 16:35:36
There are too many of them in the forum, so I will group them together

Title: Re: All Color mapping/postproduction feature requests
Post by: pokoy on 2014-05-02, 10:01:40
Didn't see this thread, I'll add mine:

Support for ICC Color Profiles. Since most of the print stuff is usually worked on in PS with something else than the sRGB profile, it would be good to be able to specify the intended color space.
Title: Re: All Color mapping/postproduction feature requests
Post by: agentdark45 on 2014-05-02, 11:47:04
Awesome! Glad to see to updates to this part of Corona.

My wishlist:

1. Filmic color mapping as an option: https://corona-renderer.com/forum/index.php/topic,1807.0.html (https://corona-renderer.com/forum/index.php/topic,1807.0.html) - I think this could really set Corona apart from the "other" renderers out there. The algorithm appears to already be in place, I'm sure DeadClown would be willing to help integrate it. Another good color mapping option that I haven't seen many other renderers attempt is "tasteful" out of the box HDR compression: http://19lights.com/wp/ (http://19lights.com/wp/)

Example comparison image:

(https://corona-renderer.com/forum/index.php?action=dlattach;topic=1807.0;attach=6648;image)

2. Some sort of glare / bloom options (perhaps even physically accurate?), similar to how Nox renderer handles this: http://vimeo.com/26261205 (http://vimeo.com/26261205) - would save on a lot of tedious post processing!

Cheers
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2014-05-02, 12:05:04
http://vimeo.com/26261205 (http://vimeo.com/26261205)

Wow, that is something i would love to see in Corona!
Title: Re: All Color mapping/postproduction feature requests
Post by: maru on 2014-05-02, 13:15:35
I don't want to start a fanboy fight but I tested NOX vs Corona with a simple Cornell box scene and all I got with NOX was lots of fireflies and jagged edges. Built-in post processing is cool but it's not the most important feature you need. You can do all these things in some other (probably even free) application.
Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2014-05-02, 14:20:23
note to self about filmic mapping: http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
Title: Re: All Color mapping/postproduction feature requests
Post by: agentdark45 on 2014-05-02, 16:19:12
I don't want to start a fanboy fight but I tested NOX vs Corona with a simple Cornell box scene and all I got with NOX was lots of fireflies and jagged edges. Built-in post processing is cool but it's not the most important feature you need. You can do all these things in some other (probably even free) application.

I've never tested it out, but have heard the same from other users who have (it's supposed to be quite buggy too?). One reason I really think built in glare / glow in the renderer would be superior than being done in photoshop is that you can exploit 3D / material data to get physically correct effects, rather than having to manually mask off portions of the image and fudge it. I agree it's not super important but would really make things interesting (glowing physically correct light bulbs, sun glow/rays from behind a building e.t.c).
Title: Re: All Color mapping/postproduction feature requests
Post by: Captain Obvious on 2014-05-03, 14:49:50
note to self about filmic mapping: http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
That's the same exact implementation that I did for Nuke, which was also implemented for Fusion by DeadClown.

It works really rather well in practice.
Title: Re: All Color mapping/postproduction feature requests
Post by: Chakib on 2014-05-03, 20:27:24
I don't want to start a fanboy fight but I tested NOX vs Corona with a simple Cornell box scene and all I got with NOX was lots of fireflies and jagged edges. Built-in post processing is cool but it's not the most important feature you need. You can do all these things in some other (probably even free) application.
Here too i've tested it many time ( old builds before and new ones ) and it's so slow + fireflies and noisy with simple scenes, i like the nice tools in it but they really should improve their speed and noise level.
Title: Re: All Color mapping/postproduction feature requests
Post by: Javadevil on 2014-05-30, 11:31:58
Awesome! Glad to see to updates to this part of Corona.

My wishlist:

1. Filmic color mapping as an option: https://corona-renderer.com/forum/index.php/topic,1807.0.html (https://corona-renderer.com/forum/index.php/topic,1807.0.html) - I think this could really set Corona apart from the "other" renderers out there. The algorithm appears to already be in place, I'm sure DeadClown would be willing to help integrate it. Another good color mapping option that I haven't seen many other renderers attempt is "tasteful" out of the box HDR compression: http://19lights.com/wp/ (http://19lights.com/wp/)



Cheers

Yep I agree,  I've asked for the 19 lights tonemapper before, fingers crossed for this one.

Can't wait for CRF curves and some decent glare / Bloom effects too.


Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2014-05-30, 12:43:59
Couple requests from this thread: https://corona-renderer.com/forum/index.php/topic,3862.0.html

additional lens abberations, e.g. CA: https://corona-renderer.com/forum/index.php/topic,3862.msg27650.html#msg27650
ability to pick white point directly in vfb: https://corona-renderer.com/forum/index.php/topic,3862.msg27989.html#msg27989
Title: Re: All Color mapping/postproduction feature requests
Post by: maru on 2014-05-30, 14:42:35
Not sure if it's a good idea but I'll just paste my requests here:

-make it possible to switch between each parameter using the TAB key

-be able to spin the spinners beyond your monitor's resolution like in other max's spinners

-make it use commas instead of dots ( , instead of . )
Title: Re: All Color mapping/postproduction feature requests
Post by: Ludvik Koutny on 2014-05-31, 17:18:39
-make it use commas instead of dots ( , instead of . )

This would fix it for you, but break for many others. In US for example, they got dot on numpad, not comma. So it should not use one or other, but what's set in windows regional settings.
Title: Re: All Color mapping/postproduction feature requests
Post by: maru on 2014-05-31, 22:59:23
Yeah, ok, I just want everyone to have the same symbol that is used everywhere else in Max in that place. :)
Title: Re: All Color mapping/postproduction feature requests
Post by: Stan_Booth on 2014-05-31, 23:34:32
As for me that really not enough the setting of render region in corona VFB :)
Can it be implemented?
It is cause that i compelled to use Max VFB now(
Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2014-06-01, 00:07:21
you can set render region directly in viewport...
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2014-06-01, 00:24:44
While it's possible to assign shortcut to edit render region command, i can't find a way to choose area to render selection, without opening standart vfb. So, it's still highly desirable to have such funcionality in Corona's vfb.
Title: Re: All Color mapping/postproduction feature requests
Post by: Ludvik Koutny on 2014-06-01, 13:02:01
While it's possible to assign shortcut to edit render region command, i can't find a way to choose area to render selection, without opening standart vfb. So, it's still highly desirable to have such funcionality in Corona's vfb.

Once you assign shortcut to region render, you should be able to adjust render region in viewport. That's how it works.
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2014-06-01, 13:23:24
Yes, but how to switch back to "view" rendering?
Title: Re: All Color mapping/postproduction feature requests
Post by: cecofuli on 2014-06-01, 14:33:00
you can set render region directly in viewport...

Yes, but directly in the VFB it's muuuch, much better and it can speed up our work-flow (as in VRay)
+1 for Render Region directly in VFB.
Title: Re: All Color mapping/postproduction feature requests
Post by: Stan_Booth on 2014-06-01, 14:55:13
you can set render region directly in viewport...

Yes, but directly in the VFB it's muuuch, much better and it can speed up our work-flow (as in VRay)
+1 for Render Region directly in VFB.

Exactly! +1 to +1 ;D
Title: Re: All Color mapping/postproduction feature requests
Post by: cecofuli on 2014-06-01, 15:17:16
look at this video, and you will understand:
and, for my opinion, "drag & Drop" Render region, as in VRay, is better and faster than default viewport Render region (with 8 handles)

Title: Re: All Color mapping/postproduction feature requests
Post by: kumodot on 2014-06-11, 04:14:15
Is it that hard to implement regionRender on Vfb ? (this is not an ironical question, i am curious). I use it a LOT and it´s a pain in the ass to use Max VFB just for setting it... 
Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2014-06-11, 08:58:40
yep
Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2014-07-14, 15:25:49
implemented tint, realtime iso
Title: Re: All Color mapping/postproduction feature requests
Post by: antanas on 2014-07-18, 20:55:04
About the render region control in viewport, it is of course usable yet imho its still way easier to control it inside the vfb - matching pass count, selecting those parts which needs some re render due to a different hd cache after prevous region render etc. not to say viewport region controls are completely useless when it comes to spherical/panorama renders ...
Title: Re: All Color mapping/postproduction feature requests
Post by: kumodot on 2014-07-27, 05:09:29
I just made a button on my toolbar using script, that activates region render and enter on EditRegion mode. :) Just use this command :

   actionMan.executeAction 0 "59241"

    Put on listener and drag it to your toolbar. :)
Title: Re: All Color mapping/postproduction feature requests
Post by: Bigguns on 2014-08-14, 17:33:11
Awesome! Glad to see to updates to this part of Corona.

My wishlist:

1. Filmic color mapping as an option: https://corona-renderer.com/forum/index.php/topic,1807.0.html (https://corona-renderer.com/forum/index.php/topic,1807.0.html) - I think this could really set Corona apart from the "other" renderers out there. The algorithm appears to already be in place, I'm sure DeadClown would be willing to help integrate it. Another good color mapping option that I haven't seen many other renderers attempt is "tasteful" out of the box HDR compression: http://19lights.com/wp/ (http://19lights.com/wp/)

Example comparison image:

(https://corona-renderer.com/forum/index.php?action=dlattach;topic=1807.0;attach=6648;image)

2. Some sort of glare / bloom options (perhaps even physically accurate?), similar to how Nox renderer handles this: http://vimeo.com/26261205 (http://vimeo.com/26261205) - would save on a lot of tedious post processing!

Cheers


I will ask the exact same thing Keymaster! Color mapping in Vray is always an issue for me.. so haveing this one would be much better!
And also, very important, gloom and glare in the vfb in realtime like in maxwell ( and Fryrender, it was awesome, was working perfectly and so realistic! now it's Arion but I don't know I did not tryed it so.. ) so you can load map and adjust parameter while it's rendering and you see the effect taking place.. really a must :)  Corona gonna be a one of a kind with all these cool features :))


Also , Support for ICC Color Profiles.
Title: Re: All Color mapping/postproduction feature requests
Post by: Adi on 2014-08-14, 20:47:33
I'd like to see lens effects like glare / bloom but with ability to export as separate channel.

Also curves adjustment , something like photoshop's if possible ?
Title: Re: All Color mapping/postproduction feature requests
Post by: Alessandro on 2014-10-14, 10:28:16
you can set render region directly in viewport...

Yes, but directly in the VFB it's muuuch, much better and it can speed up our work-flow (as in VRay)
+1 for Render Region directly in VFB.

Exactly! +1 to +1 ;D

Here my +1
Title: Re: All Color mapping/postproduction feature requests
Post by: Alessandro on 2014-10-14, 10:35:25
What about to add Highlight compression, white balance and contrast (in relevance order) in CameraMod? Changing exposure often need highlight compression adjustment, and so on for the rest.

Btw, testing last daily build (2014-10-14) I found that if you use photographic exposure, exposure value in vfb has no effect (correct), but ISO value has effect and does not change iso value in cameraMod modifier (uncorrect)

Title: Re: All Color mapping/postproduction feature requests
Post by: Alessandro on 2014-10-14, 10:51:07
One more time, a button to switch on/off render stamp in vfb menu bar ;)

Also a Start interactive button in VFB menu bar? What about it? Maybe pushing for a second Render button you could choose it...
Title: Re: All Color mapping/postproduction feature requests
Post by: abubaker on 2014-10-28, 02:40:14
Hello Guys,

First Post.

Congrats and hats of to the corona development team! You have a very easy to use Render engine which lets artists be artists. 

I did not want to open a new thread to request a DIRT MAP feature and a Vray style Blend Material.  The standard Corona material is great but it does not allow for the creation of a more complex and therefore realistic Shaders. I am working on a scene right now and I need a detailed layered metal shaders with multiple scratch, specular rust and dirt layers but there is no way I can achieve this with the standard Corona Material. 

in the mean time is there anyway to convert veray blend shaders to a corona shader, I am guessing not since the equivalent shader does not exist in corona.

Title: Re: All Color mapping/postproduction feature requests
Post by: Utroll on 2014-12-07, 18:10:51
http://vimeo.com/26261205 (http://vimeo.com/26261205)

Wow, that is something i would love to see in Corona!

You should give a try to VFB+ 2.5 (demo)
Although its integration with corona might provide surprises ...
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2014-12-07, 19:48:32
Actually i installed VFB+ demo couple weeks ago, but i didn't like it as much as i expected. Thing is, if i want to use it with Corona, i loose all the goodies Corona's VFB has and i don't like it. Now, if there'd be a way to marry those two, that'll be an ultimate tool.
Title: Re: All Color mapping/postproduction feature requests
Post by: 3dwannab on 2014-12-07, 23:23:56
Hi all,

I've created a script for corona in mind which toggles the area to render (region render) without the need to open up the render dialog etc. It has pass limit, resume render etc. If you would like any features added please let me know.

Script:
http://www.scriptspot.com/3ds-max/scripts/regionrender (http://www.scriptspot.com/3ds-max/scripts/regionrender)

Screenshot:
(http://s27.postimg.org/pui38qfrn/Region_Render_v1_0_by_3dwannab_UI.jpg)

EDIT:
The script code for region render is:
Code: [Select]
setRenderType #region
EditRenderRegion.EditRegion()

The script code for switching back to view mode is:
Code: [Select]
setRenderType #view
EditRenderRegion.UpdateRegion()

My script has this functionality plus a few added extras.
Title: Re: All Color mapping/postproduction feature requests
Post by: Utroll on 2014-12-07, 23:35:14
Actually i installed VFB+ demo couple weeks ago, but i didn't like it as much as i expected. Thing is, if i want to use it with Corona, i loose all the goodies Corona's VFB has and i don't like it. Now, if there'd be a way to marry those two, that'll be an ultimate tool.

Well, I'm rendering with corona and when finished open VFB+
That's my poor way to have both world :)

But I already had strange effect with VFB+, like saving all passes in a click, and ending with beauty of my current render but passes from previous render -_-
Very useless for post.

This said fireflies suppressor, sharpener or bloom, aren't much of rocket science and are pretty handy straight from VFB.
Now I wonder who is gonna make a lenscare alike yumi yumi

Title: Re: All Color mapping/postproduction feature requests
Post by: Rotem on 2015-01-20, 14:27:10
Now I wonder who is gonna make a lenscare alike yumi yumi

I'm working on it as we speak.
I will also be happy to take a look at any bugs you experienced in VFB+, please contact me.
Title: Re: All Color mapping/postproduction feature requests
Post by: Utroll on 2015-03-10, 00:45:38
Now I wonder who is gonna make a lenscare alike yumi yumi

I'm working on it as we speak.
I will also be happy to take a look at any bugs you experienced in VFB+, please contact me.

I would hardly reproduce it as the demo is over since a while (and I missed your post for awhile sorry about that), basically I tried to save all pass in a EXR (or psd?) and the if beauty was correct (the thumb too), other passes (materialID, Zdepth,etc) were from previous render (in history). I was pretty surprised as looking at the thumb it seemed correct and I closed 3dsmax to launch photoshop... before being somewhat disapointed (was testing purpose anyway nothing prod related)

Your bloom is super nice, although sliders are very very very sensitive in general !
That autodesk didn't bought your vfb is somehow proving that it's a good one ;D
Title: Re: All Color mapping/postproduction feature requests
Post by: Jens_Gehrcken on 2015-03-11, 12:42:49
Render Mask for Reflective and Refractive objects...

I know there is an option to turn off/on visibilty in mask for Objects - but since then there is no option yet (correct me if i'm wrong) to get an mask from those objects without rendering a second pass with "visibility turned on".

Either i wish a render mask options like V-rays affect channels "all channel" for masking options
or at least have an option in Cmasking_Mask to select objects who override the "visibility turned off" choice in material.

So i'm at least able to render out all masks including those of refracting materials within one render-session.
Title: Re: All Color mapping/postproduction feature requests
Post by: Jpjapers on 2015-10-14, 12:54:57
Zdepth DOF preview in VFB would be great.
Title: Re: All Color mapping/postproduction feature requests
Post by: bs on 2016-01-12, 13:45:21
hey guys,

whats the status on filmic tonemapping?

will something like this come for the vfb or any other camera response curve stuff? - would be cool

greets
Title: Re: All Color mapping/postproduction feature requests
Post by: andrewdtejeda on 2016-02-16, 22:04:08
I just wanted to give one more vote for Physically accurate lens effects. I think this would be a great addition and create extremely realistic results. Thanks for the great render engine!
Title: Re: All Color mapping/postproduction feature requests
Post by: darrentomkins on 2016-05-01, 18:58:43
SATUUURRAAATIOOOON... please...
Title: Re: All Color mapping/postproduction feature requests
Post by: agentdark45 on 2016-05-01, 19:33:02
I just wanted to give one more vote for Physically accurate lens effects. I think this would be a great addition and create extremely realistic results. Thanks for the great render engine!

+100000000 cannot stress the importance of this enough.
Title: Re: All Color mapping/postproduction feature requests
Post by: karamox on 2016-05-21, 16:16:52
vibrance slider - would be googd adea to add to framebuffer
Title: Re: All Color mapping/postproduction feature requests
Post by: kumodot on 2016-06-03, 03:40:52
What about the "lens Effects" from Maxwell. That stuff adds amazing atmosphere to the renders.

http://support.nextlimit.com/display/maxwelldocs/SimuLens

http://support.nextlimit.com/display/mxdocsv3/Lens+Scattering
Title: Re: All Color mapping/postproduction feature requests
Post by: 3di on 2016-06-03, 07:33:44
What about the "lens Effects" from Maxwell. That stuff adds amazing atmosphere to the renders.

http://support.nextlimit.com/display/maxwelldocs/SimuLens

http://support.nextlimit.com/display/mxdocsv3/Lens+Scattering

That would be incredible, also if corona could emulate, or buy vfb+ and implement it that would be amazing.  I havn't tried vfb+ yet, but i've just seen the video and it looks great:

http://www.monotoneminimal.com/vfb (http://www.monotoneminimal.com/vfb)
Title: Re: All Color mapping/postproduction feature requests
Post by: agentdark45 on 2016-06-03, 14:12:36
What about the "lens Effects" from Maxwell. That stuff adds amazing atmosphere to the renders.

http://support.nextlimit.com/display/maxwelldocs/SimuLens

http://support.nextlimit.com/display/mxdocsv3/Lens+Scattering

Yes! That's the kind of physical lens algorithm we need in Corona.
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2016-06-03, 15:05:02
If i'm not mistaken, those are just post processing filters, something similar are in Corona's roadmap for v1.5 already ;]
Title: Re: All Color mapping/postproduction feature requests
Post by: cecofuli on 2016-06-03, 15:09:19
Yes, it will ready in the next week =) (bloom and glare)
Title: Re: All Color mapping/postproduction feature requests
Post by: Juraj Talcik on 2016-06-03, 16:59:36
Glare and Bloom in VFB+ works really nice, quite nifty.
Title: Re: All Color mapping/postproduction feature requests
Post by: kumodot on 2016-06-04, 04:19:11
Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2016-06-04, 11:38:42

There is SO much to do in the postproduction, that we are seriously thinking about hiring another programmer full time just to do postproduction/tone mapping for Corona.
Title: Re: All Color mapping/postproduction feature requests
Post by: Juraj Talcik on 2016-06-04, 11:41:12
Hire the guy from VFB+ and integrate it :- D
Title: Re: All Color mapping/postproduction feature requests
Post by: lacilaci on 2016-06-04, 21:07:16

There is SO much to do in the postproduction, that we are seriously thinking about hiring another programmer full time just to do postproduction/tone mapping for Corona.

pls make it happen :D this could be awesome!
Title: Re: All Color mapping/postproduction feature requests
Post by: Christa Noel on 2016-06-06, 05:40:04
Hire the guy from VFB+ and integrate it :- D
that's definitely a hardcore idea, but why not :D

aperture map + light scattering looks cool. someone please create a feature request for that thing
Title: Re: All Color mapping/postproduction feature requests
Post by: Juraj Talcik on 2016-07-12, 17:37:58

- Curve editor. Linear curve editor is nice, and would suffice, but parametric (highlights/lights/shadows/blacks) would be another level, because of ease of use.

- Framebuffer LUT support. Great feature that extends the usability of framebuffer to any kind of post-production feature. It's not just for instagram effects from imitating old polaroid films. But even that is cool ;- )
( alternatively, people with color managed environments would benefit from ICC profile too, but this is secondary )

- White balance compensation. Not just Kelvin, but selecting a spot in image to counter-balance. Just like in real-camera. Both temperature and Tint.

- Better contrast function, similar to CameraRaw. Ideally the same one. Posted a separate thread.

- Glare and Bloom is being worked on, so, that's checked off :- )

- Make the GUI detachable. Unless you work in 21:9 monitor, which 99perc. of users do not, it takes endless space and occupies rendered image. If it's switched off and back on, the framebuffer needs to be full-screened for docking, so this is not very flexibly working.

-Simple button to disable all post-production. On/Off. Absolute must to see the changes, save linearly and not destroy already fine-tuned settings.

Title: Re: All Color mapping/postproduction feature requests
Post by: SaY on 2016-07-12, 17:46:31
-Simple button to disable all post-production. On/Off. Absolute must to see the changes, save linearly and not destroy already fine-tuned settings.

2nd that
Title: Re: All Color mapping/postproduction feature requests
Post by: JakubCech on 2016-08-22, 10:46:51
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 + intensity multiplier.
Another feature would be white balance color picker - this is a killer feature, adjusting separately temperature and tint is just very slow - this would be actually temperature + tint in one adjustable color. PLUS this is totally handy in hand with LUTs as one can adjust color balance to compensate LUTs own lets say too brutal color shift.
Regarding curves, I think a lot better than than direct control are sliders, like having shadows/highlights/blacks/whites (aka CameraRaw) + gamma (overall boost) with curve preview would be ideal from my point of view.
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2016-10-29, 19:49:40
Would love to see at least basic sharpening and midtones boosting (clarity). That would let to bypass photoshop in 90% cases for me.
Title: Re: All Color mapping/postproduction feature requests
Post by: cgiout on 2016-12-28, 12:11:11
Hi.
Is there already a way to apply bloom/glare by Mat Id/Obj Id or by selected/excluded objects?

Title: Re: All Color mapping/postproduction feature requests
Post by: Ondra on 2017-01-02, 16:20:35
Updated OP with stuff that got implemented
Title: Re: All Color mapping/postproduction feature requests
Post by: lacilaci on 2017-03-25, 08:07:17
Is the white point picker planned for 1.6-1.7 release?
Title: Re: All Color mapping/postproduction feature requests
Post by: lupaz on 2017-05-04, 16:59:02
Hi there,

I see that a histogram is crossed out on the first page of this thread, but I can't find it.
Is there one?
It would be a nice feature to have.
Title: Re: All Color mapping/postproduction feature requests
Post by: Frood on 2017-05-04, 17:32:49
but I can't find it.

It is part of the Curves tool in the tone mapping section of cVFB.


Good Luck



Title: Re: All Color mapping/postproduction feature requests
Post by: kahein on 2017-06-15, 10:59:04
Ability to adjust the DOF in VFB with picking in the vfb lick octane or fstorm
Title: Re: All Color mapping/postproduction feature requests
Post by: JakubCech on 2017-10-27, 11:18:11
Still missing Color Tint picker (aka VFB+ style) - Is there anybody using Tint at all? This is a beautiful feature but in current implementatio (blindly trying to get it right) is just useless (or not?). I am just saying there are many scenes (or HDRIs) that has a strong color cast that need to be fixed.
Or at least, it would be great to have Green-Magenta slider (aka Lightroom Tint) inside Tint Color Selector. It would cover 99% of cases - as in reality Lightrooms Tint + Temperature does.
Also DOF picker would be great.
Can I get some update on these topics please? :))
Title: Re: All Color mapping/postproduction feature requests
Post by: sbrusse on 2018-02-15, 09:23:47
I'd love to have some chromatic aberration inside the VFB.
Title: Re: All Color mapping/postproduction feature requests
Post by: Dionysios.TS on 2018-02-15, 09:53:36
I'd love to have some chromatic aberration inside the VFB.

+1
Title: Re: All Color mapping/postproduction feature requests
Post by: effilang on 2018-04-04, 11:41:49
+1
Title: Re: All Color mapping/postproduction feature requests
Post by: AC5L4T3R on 2018-07-30, 12:47:39
I'd like the tonemapping controls not to effect whatever image I have loaded in as a backplate.
Title: Re: All Color mapping/postproduction feature requests
Post by: Dalton Watts on 2018-07-30, 17:11:33
What about local adjustments directly in VFB? Pretty much like in Adobe Camera Raw. To me, if Corona VFB had all the controls Adobe Camera Raw has, I'd never had to go to Photoshop for 3d work.
Title: Re: All Color mapping/postproduction feature requests
Post by: agentdark45 on 2018-07-30, 18:26:19
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).

Title: Re: All Color mapping/postproduction feature requests
Post by: Frood on 2019-04-03, 12:33:57
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



Title: Re: All Color mapping/postproduction feature requests
Post by: bluebox on 2019-04-03, 12:56:28
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.
Title: Re: All Color mapping/postproduction feature requests
Post by: romullus on 2019-04-03, 14:29:35
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?
Title: Re: All Color mapping/postproduction feature requests
Post by: Frood on 2019-04-03, 14:58:29
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



Title: Re: All Color mapping/postproduction feature requests
Post by: Attila Cselovszki on 2019-05-15, 11:55:32
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
Title: Re: All Color mapping/postproduction feature requests
Post by: vicmds on 2019-06-10, 19:17:42
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
Title: Re: All Color mapping/postproduction feature requests
Post by: Jpjapers on 2019-06-11, 17:41:04
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