shown in other instead.
This section describes settings for color correction of the scene.
The tone mapping provides better image quality by remapping high dynamic range (HDR) colors into a range suitable for mediums with low dynamic range (LDR), like LCD or CRT screens. Its most common purpose is to make an image with a low dynamic range appear to have a higher range of colors providing a more dynamic and realistic effect. It lightens the darkest image regions and makes the lightest regions darker.
When using an HDR camera, always apply tonemapping, otherwise color intensity values exceeding 1 will be clamped at 1, altering the luminance balance of the scene.
Parameters described below represent John Hable's artist-friendly tonemapping curve, which is constructed by using the following formula:
- A — Shoulder Scale
- B — Linear Scale
- C — Linear Angle
- D — Toe Scale
- E — Toe Numerator
- F — Toe Denominator
For more details about tone mapping curve construction see the article on Filmic Tonemapping with Piecewise Power Curves.
|Shoulder Scale||The Shoulder Strength tone mapping parameter value that is used to change bright values.
|Linear Scale||The Linear Strength tone mapping parameter value that is used to change grey values. Linear Scale controls the length of the tone mapping curve linear part.
|Linear Angle||The Linear Angle tone mapping parameter value. Controls the slope of the linear part of the tone mapping curve.
|Toe Scale||The Toe Strength tone mapping parameter value that is used to change dark values. Controls the slope of the tone mapping curve toe (the area of underexposure).
|Toe Numerator||The Toe Numerator tone mapping parameter value.
|Toe Denominator||The Toe Denominator tone mapping parameter value.
|White Level||The Linear White Point tone mapping parameter value, which is mapped as pure white in the resulting image.
|Saturation Recovery||Color saturation recovery value in the [0.0f, 1.0f] range. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas.
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default).
Mix ACES With Reinhard#
White balance correction eliminates the discoloration in the final image due to certain colors in the scene having more intensity and/or a higher or lower color temperature. Adaptive automatic white balance correction ensures realistic coloration of your scenes in real-time mode.
|White Balance||Toggles automatic white balance correction on and off.
|Intensity||Intensity of white balance correction.
Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.
|Adaptation Time||Time period in seconds, during which white balance correction is performed (0 for instant correction).
It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and noticeable. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smooth. You can set it equal to the Exposure Adaptation value.
|Brightness||Correction of the overall scene brightness:
|Contrast||Correction of the overall scene contrast:
|Gamma||Correction of the overall scene gamma.|
|Fade Color||Current fade color for the scene on the screen.|
|White Level||White level of the scene.|
|3D LUT Texture||The loading, viewing, or clearing of the Lookup Table texture for color transformation.|
|Color Correction||Tonal range and tone response of the final image. The horizontal input color values are mapped to the vertical output values based on curves for Red, Green and Blue channels. By adjusting all three channels at once, you control the luminance of the final image.
Color correction curves
|Preserve Saturation||Preserve initial scene color saturation after applying color correction.|
|Saturation Correction||Correction curve of the overall scene saturation. The input luminance values are mapped to the vertical saturation values:
Saturation curveControl the saturation of shadows by adjusting the values on the left, highlights - on the right.
|Saturation Group||Saturation fine-adjustment for 12 major colors of the spectre.
|Hue Group||Hue (color shift) fine-adjustment for 12 major colors of the spectre.
Color Correction LUT#
Color Correction LUT (Lookup Texture) is an optimized way of performing color grading in a post effect. Instead of tweaking individual color grading parameters, only a single texture is used to produce the corrected image. The lookup is performed by using the original image color as a vector to address the lookup texture.
One of the most common applications of lookup tables is to use them to see how images look in different media, such as TV/video or film, which have different color capabilities. Using a lookup table designed to mimic a certain display medium gives a much better idea what your current work will look like after it’s transferred to that medium.
Advantages of using a Color correction LUT include:
- Better performance — realtime computation is replaced by a simple array indexing operation.
- More professional workflow opportunities, where all color transforms can be defined using professional image editing software (such as Photoshop or GIMP), which provides a more precise result.
Lookup Texture Requirements#
The 2D texture representation must be laid out in a way that it represents an unwrapped volume texture (as an image sequence of "depth slices").
- Generate a default lookup texture by clicking the button (Save texture) right to the LUT texture field and saving it as a TGA file (by selecting it in the Typefield).
- Take a screenshot of your scene.
- Import your screenshot into a graphics editor (e.g., Photoshop or GIMP) and perform all necessary image correction operations (brightness, contrast, etc.) to achieve a desired look.
- Import your generated default lookup texture into the graphics editor and perform the same operations as for the scene screenshot. Save the modified lookup texture as a new LUT.
- In Render Settings -> Color -> LUT texture, select you new texture.
Now your scene in UnigineEditor looks exactly as in the graphics editor!