A small thing that would make a big difference, in my opinion.
I find 3ds max colorcorrection-node quite frustrating, would be cool to have something like Coronacolorcorrect in V-ray.
I realize this might not be top-priority thing, but i think many would appreciate it
Looks like all i want is there, could be packed more neatly together with the most common actions in the top though.
Would also be awesome if it was for 3ds max, so we don’t have to access it through pluginnodetex.
Which options are most used is a matter of preference, and that’s why one can reorder the rollouts.
Would also be awesome if it was for 3ds max, so we don’t have to access it through pluginnodetex.
What difference would that make?
What’s the problem you’re having with the pluginNodeTex?
Have to agree with Xntric, the UI on that node is basically just a flat list of parameters. A nicely visually organized ColorCorrect in vray would be awesome.
There is new OSL CC map. Hv u try?
I have.
They are unfortunately some 30%++ slower than Max’s CCs when used with Max OSL nodes, and 15%++ when used with a V-Ray OSL tex.
I’d steer well clear of those unless i was without other options.
Have to agree with Xntric, the UI on that node is basically just a flat list of parameters.
I thought his issue was with the selection from the pluginNode dropdown.
I wouldn’t know how to better organise the parameters if i was tasked with it: they make perfect sense to me as they are grouped, and ordered, right now.
Feel free to suggest a better layout though, knowing it’s going to be down to what different people will use it for.
Because it’s a tool used in scene translation, not meant to be directly used.
What’s “weird” exactly, about it?
it would be so useful to have a normal CC
You’ve been given a further option, not one less.
You’re free to not use it in its current state.
we arent all programmers and many of us just need simple tools that just work.
I fail to understand how a selection from a dropdown (of one of the first two options at that) is a programmer’s affair.
Once that part is over, you’re still faced with the color math.
I could look into making a new scripted plugin to prepackage the CC map, but that would mean a new class, and the need to install the script to all the clients.
On the other hand, i am pretty sure (but will check again) that we are not in a position to be tackling this anytime soon.
Do keep posting suggestions, though, and actionable comments: we’re reading.
I like it too, but It also lacks a *ton* of options, though.
There is no mappable parameter, which could be a deal breaker for some, and there is a ton of empty space.
I do like how they allow for a reference to another map though, that’s super clever, workflow-wise.
Also, i like the ability to load a LUT (which i assume it will invert? or use straight up?), and the custom curves.
As a side note, this does work with V-Ray CPU (it won’t export, though. so no vCloud nor vGPU), insofar as i could test it, regardless of Corona licensing (i.e., install, use. Don’t even need to authorise a demo.).
You’ll just have to ask max to “show incompatible” maps, so to be able to pick it from the Corona group of textures.
We *are* considering this, however, even if we can’t promise anything just yet.
Actually, I wrote a design spec for a new color correct node years ago for 3dsmax, and its been sitting on its wishlist. I’ve attached a copy here. It was an attempt to take the best parts of all the color correct nodes out there such as the built in max one, Cunyt’s, and added a few more useful tools.
Something I use a lot which i’ve not seen in any of these is an inverse-burn curve.
When rendering with reinhard at .3 for example and a self illuminated image, it needs a curve to do the opposite of what the .3 burn is doing to pop its range out, so that when the .3 burn is applied it looks the same as it does with everything turned off.
right now I match it by eye and have a couple preset maps I swap the images out depending if its .3 or .5, but an invert burn checkbox where you enter the burn value in use would be a great addition to a color correct map.
yep, i think so. One removed from a direct instancing. @Neilg rabbit hole.
It’s ok for Reihnard, but users would definitely ask for more latitude (“i use this LUT, need to enter it into the CC map to invert it”), and that is where it gets tricky, because not all LUTs are invertible.
Surely worth thinking about, but it’s likely much better if one was doing this stuff before feeding the textures to the renderer, where possible, so to ensure the inversion is done properly.