Component:LUT Material: Difference between revisions

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An LUT or Lookup Table is a way of mapping input values to output values via sampling a [[StaticTexture3D_(Component)|3D Texture]].  This 3D table of values allows for any arbitrary function to be applied to an input.


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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|Rect|Rect|
|Rect|Rect|
|RectClip|Bool|
|RectClip|Bool|
|ColorMask|ColorMask|
|ColorMask|ColorMask|The color channels to affect
|StencilComparison|StencilComparison|
|StencilComparison|StencilComparison|
|StencilOperation|StencilOperation|
|StencilOperation|StencilOperation|
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|StencilReadMask|Byte|
|StencilReadMask|Byte|
|RenderQueue|Int|
|RenderQueue|Int|
|_shader|IAssetProvider`1|TypeString10=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|
|LUT|IAssetProvider`1|TypeString11=IAssetProvider<Texture3D>|
|LUT|{{RootFieldType|AssetRef`1|[[Type:Texture3D|Texture3D]]}}|TypeAdv11=true|The 3D texture to use as a lookup table
|SecondaryLUT|IAssetProvider`1|TypeString12=IAssetProvider<Texture3D>|
|SecondaryLUT|{{RootFieldType|AssetRef`1|[[Type:Texture3D|Texture3D]]}}|TypeAdv12=true|A secondary 3D texture to use to lerp between
|Lerp|Float|
|UseSRGB|Bool|
|Lerp|Float|Allows blending from the first LUT (0) or the secondary LUT (1)
|BlendMode|BlendMode|
|BlendMode|BlendMode|
|Sidedness|Sidedness|
|Sidedness|Sidedness|
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== Usage ==
== Usage ==
An LUT is commonly constructed via 2D slices of a [[StaticTexture3D_(Component)|3D Texture]].  These slices represent XY planes of incremental Z coordinates ranging from 0 to 1.  This can either be packed into a single 2D image, or imported as multiple 2D images in a folder where each slice is alphabetically organized.
Currently the maximum packed 2D image that the importer detects as a valid LUT is 1024x32.  In this orientation there are 32 total cells arranged as 32x32 pixel sub images.  A 1:1 mapping LUT which simply maps its inputs directly to the same value on its outputs is shown below which demonstrates the coordinate system:
[[File:LUT_BaseLinear.png|center|alt=Linear LUT|Linear LUT|thumb|800x800px]]
* The '''Red''' channel increases constantly from 0 to 1 from left to right within each cell and repeats.
[[File:LUT_BaseLinear_RED.png|center|alt=Linear LUT Red Channel|Linear LUT Red channel|thumb|800x800px]]
* The '''Green''' channel linearly increases from the top to bottom.
[[File:LUT_BaseLinear_GREEN.png|center|alt=Linear LUT Green Channel|Linear LUT Green channel|thumb|800x800px]]
* The '''Blue''' channel increases step wise within each cell itself, the first cell being all 0, and the last cell is all 1.
[[File:LUT_BaseLinear_BLUE.png|center|alt=Linear LUT Blue Channel|Linear LUT Blue channel|thumb|800x800px]]
The mapping function of an LUT takes an input RGB value and then samples the 3D Texture at that corresponding coordinate to find the output RGB value, using the [[StaticTexture3D_(Component)|3D Texture]]'s [[Type:TextureFilterMode|Filter Mode]] and [[Type:TextureWrapMode|Wrap Mode]] to resolve how intermediate values work.


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== Examples ==
== Examples ==


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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|LUT Material]]
[[Category:Components{{#translation:}}|LUT Material]]
[[Category:Materials:Filters{{#translation:}}|LUT Material]]
[[Category:Materials{{#translation:}}|LUT Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|LUT Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|LUT Material]]

Revision as of 11:59, 1 August 2024


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
LUT Material component as seen in the Scene Inspector


An LUT or Lookup Table is a way of mapping input values to output values via sampling a 3D Texture. This 3D table of values allows for any arbitrary function to be applied to an input.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
Rect Rect
RectClip Bool
ColorMask ColorMask The color channels to affect
StencilComparison StencilComparison
StencilOperation StencilOperation
StencilID Byte
StencilWriteMask Byte
StencilReadMask Byte
RenderQueue Int
_shader Shader
LUT Texture3D The 3D texture to use as a lookup table
SecondaryLUT Texture3D A secondary 3D texture to use to lerp between
UseSRGB Bool
Lerp Float Allows blending from the first LUT (0) or the secondary LUT (1)
BlendMode BlendMode
Sidedness Sidedness
ZWrite ZWrite
ZTest ZTest

Usage

An LUT is commonly constructed via 2D slices of a 3D Texture. These slices represent XY planes of incremental Z coordinates ranging from 0 to 1. This can either be packed into a single 2D image, or imported as multiple 2D images in a folder where each slice is alphabetically organized.

Currently the maximum packed 2D image that the importer detects as a valid LUT is 1024x32. In this orientation there are 32 total cells arranged as 32x32 pixel sub images. A 1:1 mapping LUT which simply maps its inputs directly to the same value on its outputs is shown below which demonstrates the coordinate system:

Linear LUT
Linear LUT
  • The Red channel increases constantly from 0 to 1 from left to right within each cell and repeats.
Linear LUT Red Channel
Linear LUT Red channel
  • The Green channel linearly increases from the top to bottom.
Linear LUT Green Channel
Linear LUT Green channel
  • The Blue channel increases step wise within each cell itself, the first cell being all 0, and the last cell is all 1.
Linear LUT Blue Channel
Linear LUT Blue channel


The mapping function of an LUT takes an input RGB value and then samples the 3D Texture at that corresponding coordinate to find the output RGB value, using the 3D Texture's Filter Mode and Wrap Mode to resolve how intermediate values work.


Examples

Related Components