• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
Post Another

Plugins + Scripts Post Another

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Use two LUTs.
Bloom 1 features.
Bloom 2 – Spark Light.
vignette
aa
I’ve fixed the issue where the water rig wasn’t displaying correctly.
There was an issue where the camera would occasionally stutter when moved.
My thanks to a1942y for reporting this.
Thanks to that, I discovered that an unnecessary scan was still running, and I was able to reduce frame drops by about 3%.

It also passed VR testing, and high-resolution shots taken with the SuperShot plugin work perfectly.
In large scenes, sometimes the asset bundles load later than the script.
When that happens, the script can miss the shader, causing the screen to turn pink.
To fix this, I added a coroutine that keeps the settings active until the shader is ready, then checks periodically until it finds it
once it does, it stops.
This eliminated the pink-screen issue.
I also replaced the pink error with a simple log message saying the shader wasn’t found.
Once the asset bundles finish loading, the shader is applied automatically, and even if the bundles are unloaded and reloaded, it reapplies itself automatically.
  • Same effect as Post Magic’s LUT


  • Reduced banding


  • SuperShot 8K quality
fhd
fhd.png


8k
8k.png



Of course, the flicker-reduction effect remains unchanged.

Attachments

  • 1760410142.png
    1760410142.png
    2.8 MB · Views: 0
Additional Options



I’ve added the editing features you’ll find in most camera apps.


What’s unchanged
To get a look similar to PostMagic with the LUT, adjust the Gamma settings as follows:
  • Gamma: 0.5
  • Gamma Pivot: 1.0

Vr Test


The issue with the render texture linked to the asset camera (like a smartphone view) is explained below.
problem solving


Discovered Issue


Issue 1
— In the Supershot preview, the effect isn’t showing.
(I used to think it was because I was lightly triggering it to save performance, but there was another reason: it wasn’t even assigned to the Supershot camera. I don’t know much about code, so this kind of thing happens to me a lot—but I’m not embarrassed. If I don’t know, I don’t know.)

Fix — If the effect still doesn’t show in the preview even with “Match PostMagic (LDR/…)” checked, toggle it off and back on.

Regardless of these issues, the effects are applied correctly to the final exported images.



Issue 2
— The effect isn’t applied correctly on mirrors.

Fix — Lower the mirror’s render queue value to 2500 or below.


Improvement
Fixed the flickering that could occur when the PostMagic Bloom effect was enabled.




If you’re focused on mirrors, and the Supershot preview, just remember:

  • Set the mirror’s render queue to 2500 or lower.
  • If the effect doesn’t appear in the Supershot preview, toggle “Match PostMagic (LDR/…)” off and back on.

Code drafting: ChatGPT.

+

It wasn’t intentional, but when PostMagic’s Bloom was on, some outfits would occasionally flicker.
If you simply keep Post Another enabled, the flicker disappears.
I discovered an issue where, in large scenes with delayed loading, you need to manually re-fetch assets if they're called before the asset bundles are loaded.
I’ve modified it so that the calls continue until both the shader and camera are found.

I realized there was an issue with the Levels feature. It stayed active even when the toggle was off.
On top of that, its color-limiting behavior negatively affected the LUT, so I had to remove it







I added bilinear filtering by referencing Post Magic.
Even so, when using the same LUT, the tones come out darker than in Post Magic.
You’ll need to adjust the Gamma and Gamma Pivot values to fix that. After that, while I can’t say it’s 100% identical to Post Magic’s LUT, it looks the same to me. (At least to my eyes…)




gamma 0.5
gamma pivot 1.0
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