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PanF update

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PanF update

Post Sat Aug 20, 2016 9:49 pm

This is an update to a file I made some time ago to share with yafaray users. It is rendered now with Yafaray v3, though I think there has been a further release since.
PanF_WDR_CDL-8bit.png


I also incorporated testing Troy's (relatively)new LUTs. The "-10-+6.5" represents a viewing transform that grabs approximately 6.5 stops over middle grey and maps it to the display referred encode. A False Color look offers a visually shifted "heatmap" of exposure useful for lighting. This has to be used in conjunction with the ASC-CDL colour balance node. It is a fairly simple scene and should also produce a similar looking render without the '-10-+6.5' for those wanting to keep things traditional, though you may have to adjust the lighting and materials. There are some basic render pass outputs, and I have also left in the file the original post processing node group, (which is quite old now). Remember to hook up the composite node to whichever output you want to use.

The .blend file - https://dl.dropboxusercontent.com/u/193 ... -v3_WDR.7z


These LUTs are not a simple 'fix' to make an existing file's render look 'better'. You have to set up lighting and materials for them.

There is more information on how to use these LUTs at blender.stackexchange.com:-
http://blender.stackexchange.com/questi ... ect=1&lq=1

http://blender.stackexchange.com/questi ... ect=1&lq=1

http://blender.stackexchange.com/questi ... 6940#46940

The LUTs can be downloaded from github:- https://github.com/sobotka/bassam-test, and there has been discussion on using these, as well as other related topics, at The Rabbit Hole:- http://chat.stackexchange.com/rooms/348 ... abbit-hole

Screenshot.png
The 'False Color' look

Purple is near shadow clip, and red is near highlight clip.
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stoneage
 
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Re: PanF update

Post Sat Sep 10, 2016 4:03 pm

Incredible, worth ckecking!
surena
 
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Re: PanF update

Post Sun Sep 11, 2016 2:52 pm

I'm testing it and I cannot find an easy workflow to use this lut presets with the yafaray denoise, becasue it works on ldr image.

What do you suggest?

Without deonise, and with the color balance node, it works great. The problem is with material preview, which gets the lut correction and I see it very dimmed.

What should be the workflow?

Thanks!
surena
 
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Re: PanF update

Post Sun Sep 11, 2016 4:29 pm

I'm afraid there isn't an easy way to use it with Yafaray. It wasn't designed for external render engines, but even Cycles users won't see the output from the CDL node in the viewport render.

You will have to evaluate the materials and lighting in the rendered view or the compositor, once the render finishes.

I treat it like photography. I often add an object to use as a 'greycard', and adjust the CDL node until that object displays as a middle grey, then adjust further to set the shadow and white clip where I want them to fall in the scene.

For fine tuning lighting and materials I use border rendering in the camera view(CTRL+B).
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stoneage
 
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Re: PanF update

Post Sun Sep 11, 2016 4:43 pm

Hello,

Please if you could give me a clear idea of what you need, perhaps I could implement it in YafaRay.

I've read the forums you mention, but the information there is dispersed and confusing in my opinion. The clearer the requirements and needs are, the better for me to try getting it done!

Best regards.
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David Bluecame
 
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Re: PanF update

Post Sun Sep 11, 2016 6:29 pm

David Bluecame wrote:Hello,
Please if you could give me a clear idea of what you need, perhaps I could implement it in YafaRay


Not sure if this is for me. It's not a feature request, it's a test of a set of colour management LUTs to use instead of the default Blender ones.

It's a way to create a more linearised and photographic render as a 'better' option than Blender's default assumption that everything is sRGB and has a gamma curve. It's more for a user to install than something that needs to be implemented.

The -10-+6.5 LUT has to be used with the CDL(Colour Balance) node in the compositor, so instead of the default sRGB used normally in the material preview you get a log-like view from the -10-+6.5 LUT.

The rendered values are corrected in the compositor, so if the material preview came from the CDL node it would better match the finished render.
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stoneage
 
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