[REQUEST] 3D LUT Shader

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Here is a quick demo using the blend function and the additional lut function. Starting with a night grade LUT and randomly flashing to a lightning grade LUT, effectively blending between them smoothly. The LUT shader is applied to a layer above everything and manipulated using the layer object.

    Please login to see this link. <- Download

    Please login to see this media element.
    MuddyMole, this is perfect. Absolutely perfect with all the needed functions. :)


    I use 3D LUTs to emulate film-stocks and do cinematic color grading. Some of my work on video games can be seen here:

    For Fallout 4
    Please login to see this link. - Emulating older film-stocks from the early-mid 1900s
    Please login to see this link. - Emulating modern film-stocks
    Please login to see this link. - Emulating advanced cinematic color grading from movies and my own creations

    Edited 9 times, last by TreyM (August 18, 2016 at 12:01 AM).

  • Guys, this is wizardry. If you came out with this a hundred years ago you probably would have been burned alive (no joke ;P).

    To be serious, this is incredible, and is helping me do exactly what I need to do, with the exception of one thing. I was hoping you guys could help me out.

    I'm not operating at near the level you two seem to be, but I did manage to get this to work and create the black and white filter I need for a scene. The character, however, can see in color (puppies see in color, human's don't). I was hoping to cut a hole in the middle of the object and center it on the character, providing an area of color that follows him as he travels through the level. As you most likely know, the tint box isn't truly tied to the object, and disrespects it's color and shape.

    How can I go about creating this effect? Is there a way to negate the effect using another tint layer? Thank you to any and all who offer assistance.

  • Thanks, Yves! There does indeed appear to be some strangeness with DX11 vs DX9. I did a test with a color chart, and some colors just don't seem to be affected in DX11:

    Please login to see this attachment.

    Any thoughts?

    Sorry for finding this late, but yeah, there was an issue, Herrios123 have warned me, so I've fixed it by rewriting the whole shader, also optimized it a bit in the process.
    I have no idea why the issue was only happening on DX11, but I've managed to get the same result as in DX9, but with better performance for both modes.

    Here it is, I hope the link works outside the Discod server...:
    Please login to see this link.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!