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 [[Component:StaticTexture3D|3D Texture]].  This 3D table of values allows for any arbitrary function to be applied to an input.
How the sampling works is that it takes a color behind it (for example, a magenta color) and maps it's RGB values to a 0-1 [[Type:Float3|Float3]] as XYZ, it then samples the provided 3D texture at point XYZ multipled by the texture's size, and uses the pixel's color as the result which is applied to what the user sees through this material.
For more info on how pixels are arranged on a 3D texture and can be retrieved using an [[Type:Int3|Int3]], see [[Component:StaticTexture3D|3D Texture]].


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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|{{Template:Material_StencilComparison_Desc}}
|StencilOperation|StencilOperation|
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
|StencilID|Byte|
|StencilID|Byte|{{Template:Material_StencilID_Desc}}
|StencilWriteMask|Byte|
|StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}}
|StencilReadMask|Byte|
|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_shader|IAssetProvider`1|TypeString10=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| Internal.
|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|
|BlendMode|BlendMode|
|Lerp|Float|Allows blending from the first LUT (0) or the secondary LUT (1)
|Sidedness|Sidedness|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|ZWrite|ZWrite|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZTest|ZTest|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZTest|ZTest|{{Template:Material_ZTest_Desc}}
}}
}}


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== Usage ==
== Usage ==
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 00:50, 14 November 2024


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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.

How the sampling works is that it takes a color behind it (for example, a magenta color) and maps it's RGB values to a 0-1 Float3 as XYZ, it then samples the provided 3D texture at point XYZ multipled by the texture's size, and uses the pixel's color as the result which is applied to what the user sees through this material.

For more info on how pixels are arranged on a 3D texture and can be retrieved using an Int3, see 3D Texture.

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 See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
RenderQueue Int changes at which point a material renders on the render stack
_shader Shader Internal.
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 How to blend this material's colors vs what it rendered on top of.
Sidedness Sidedness Render on both sides of the mesh, front, or back.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
ZTest ZTest Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera

Usage

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