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Solved Are there any plugins that generate atom colours that are not affected by LUTs?

supperGR

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屏幕截图 2025-02-15 144833.png


Like this original toolbar, the UI is not supposed to be affected by LUTs, but none of the in-game atoms seem to be able to get rid of them

Are there any plugins that can do this? Like a UI plugin?
 
Solution
Like all PostMagic effects, LUT is a post-effect. That means its applied after the image is already rendered. The reason its not applied to UI is that PostMagic does reconfigure VaM's render pipeline to render UI separately and merge it on top of the final image.

Technically you could assign your atom to another render layer and reconfigure VaM to render that separately, too. However, you would get trouble with depth-order of 3D objects. Like stuff in front your atom might not actually be rendered in front, but in the back instead.

That said, LUT stands for "look-up-table". It's a plain stupid texture saying "this color should actually be this color". So, make your own LUT. Just do a screenshot of your scene, go to...
Like all PostMagic effects, LUT is a post-effect. That means its applied after the image is already rendered. The reason its not applied to UI is that PostMagic does reconfigure VaM's render pipeline to render UI separately and merge it on top of the final image.

Technically you could assign your atom to another render layer and reconfigure VaM to render that separately, too. However, you would get trouble with depth-order of 3D objects. Like stuff in front your atom might not actually be rendered in front, but in the back instead.

That said, LUT stands for "look-up-table". It's a plain stupid texture saying "this color should actually be this color". So, make your own LUT. Just do a screenshot of your scene, go to Photoshop, GIMP or whatever you got. Remap colors as you like and take note of the effects you apply and in which order. Once you are happy, load the neutral LUT texture and apply the same effects in the same order. Save the result as new LUT and apply it to your scene. Done.
 
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Solution
Side note: the reason why the UI/atom components are influenced by the LUT is because of what Mac explained. The main UI is on its separate layer... but the controls for instance or gizmos, are not. They are like real 3D objects so they are "included" in the final post process. Hence why they are also heavily influenced by the bloom or DOF.

There is no alternative besides what make suggested which includes drawbacks : )
 
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Side note: the reason why the UI/atom components are influenced by the LUT is because of what Mac explained. The main UI is on its separate layer... but the controls for instance or gizmos, are not. They are like real 3D objects so they are "included" in the final post process. Hence why they are also heavily influenced by the bloom or DOF.

There is no alternative besides what make suggested which includes drawbacks : )
Tangentially related,

Last year when making my Balrog scene, I went back to the menu during the scene to look up something on the hub and saw this. It's from the custom cua fire rings that Farger had made for the scene. I had assumed at the time that it was a Render queue thing, but thinking about it, it can't be, as the characters in the scene render in front of it. I never figured it out. Looks cool, but did I curse my Vam somehow?
hs.jpg

1710008803.jpg
 
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Tangentially related,

Last year when making my Balrog scene, I went back to the menu during the scene to look up something on the hub and saw this. It's from the custom cua fire rings that Farger had made for the scene. I had assumed at the time that it was a Render queue thing, but thinking about it, it can't be, as the characters in the scene render in front of it. I never figured it out. Looks cool, but did I curse my Vam somehow?
View attachment 461364
View attachment 461366
Holy....
I don't have the answer to your question but this home screen was definitely been cursed by the devil :LOL:
Cool scene by the way
 
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