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Releases: EaryChow/AgX

Blender 4.0 Merged

23 Nov 12:47
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I have left the project after the merge, but suddenly realized today that I should probably put out a release here.

A lot changed compared with the previous release tag, it's basically a result of the code review process when merging into Blender 4.0.

  • Refactored the config, the current state of the config is a result of adding things to Blender 3.6 config bit by bit, instead of starting from scratch like before. This was, again, because of the review process.
  • All AgX parts are baked into single LUTs for better performance. It seems previous approach of using several LUTs in succession at once was making things slow, therefore the change.
    LUT generator scripts can be found here, though note that compared with the script, the LUTs in this release has some minor modifications, namely, increasing LUT resolution to 57, and clipping output range to [0, 1], and dropping trailing zeros from the LUT file for size optimization. Basically a result of this
  • The Looks are implemented with assumption for Blender-specific View-name-based Look option filtering, basically Blender 4.0 filters the look options based on the "view name - " prefix.
    It's a bit weird the way it's implemented currently, just a workaround since OCIO lacks this design. False Color Looks are the same as the AgX Looks, since False Color here is based on AgX.
  • Removed Upper Guard Rails as well as the Guard Rail view transforms.

You can read what happened during the review process here

This should conclude my contribution to this project, as least for now. Some things going forward I hope folks can pick up from here:

  • Improve my version and submit the improvement to Blender.

  • Blender's MacOS version seems to have screwed up color management. It seems to be a result of the EDR implementation, which I believe is not working.
    The ideal behavior is that, MacOS's Blender should have the display device option under CM panel, default to Display P3 in the default startup. So ideally Blender should show overly chroma laden colors when you select sRGB device when you actually have Display P3 monitor, and you should only be able to see the correct result by selecting Display P3.
    The current behavior, as I asked one of my friends that have Mac, is strange. In my current understanding, MacOS seems to assume Blender would output sRGB all the time (which is not true, Blender should output whatever is selected on the Display Device setting), and have a hardcoded "sRGB to Display P3" on the Operating System side. And things outside of sRGB but within P3 seems unable to be properly output. Try this by importing a Display P3 image (from this website), mark it as Display P3, set the view transform to "Standard" (A.K.A. Display's Native), and compare with Mac's own image viewer APP, and try both sRGB and Display P3 display device setting in CM panel. The feedback I got was, none of the setting can get a matching result.
    That friend of mine also tried out the HDR option, he said it's not working properly.
    I hope folks going forward can help fixing the issue Blender has on MacOS.

  • Colors of Blender UI buttons are not OCIO managed. Test this by flipping between display device settings, things that change along with it are things that are OCIO managed, things that are not changing along are not. The current Mac version of Blender seem to have a hardcoded sRGB to P3 conversion on the OS side. This kind of works now since UI colors are hardcoded to output sRGB. But things will break if user uses a layzer projector as a display device, and selects Rec.2020 in CM panel's display device setting. The UI needs to follow OCIO as well!

  • Help implementing into Blender, the "ICC profile embedding into saved images" feature, the feature should probably be a checkbox in the Blender export setting, it should be checked by default, and should depend on the display device selected. The specific ICC profiles are attached to the PR already

  • Experimenting HDR version for AgX.
    Read this for more detail.

That should conclude it, I am leaving the project as I said. Hope things be better in the future.

Eary's AgX Version 12.3 RC

29 Mar 15:29
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  • Add negative luminance handling
  • Add E Gamut support in the process of the above point
  • Adjust Guard Rail LUTs precision
  • Clean up colorspace descriptions
  • Add more possible aliases
  • Add ACES2065-1 and ACEScg texture input space.
  • Remove unnecessary clip in formation LUT

This version is the final testing Release Candidate, please report any issue encountered!

Eary's AgX Version 12.2

23 Feb 22:24
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  • Modify Guard Rail LUTs, adress range and resolution, and stop using ST2084 curve
  • Fix bug in AgX Base
  • Use 3x1D LUT instead of 3D LUT for False Color

Eary's AgX Version 12.1

16 Feb 07:57
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Big Update

  • Guard Rail Implemented with the help of Sakari Kapanen. Guard Rail is designed to keep [0.0, 1.0] domain as is, and only touch the negatives and the above 1.0s, basically, able to replace the Display's Native, while also having wide-gamut handling and chromatic attenuation on the higher side.
  • Replace both pre and post formation compressions with Guard Rails. LUT Resolution and range is still a hard thing to get right, still a bit of banding right now but I have done what I can think of already at the moment.
  • Replace Default Contrast with a 3D formation LUT, basically trying to restore pre-formation chroma angle. I kept 30% of the per channel shifts in there, based on feedback.
  • AgX Log is now from -10 to +15 stops, this is mainly for the new 3D formation LUT to avoid artifacts, but note the formed AgX base is still from -10 stops to +6.5 stops, the same as always, it is only the AgX Log that changed.
  • Two Greyscale Looks got merged. I figured I would use AgX Log as process space, but evaluate the luminance in linear state.
  • Define both ways for some spaces. This way I can skip some non-invertible LUTs in the inverse direction.

Eary's AgX Version 12

28 Oct 02:53
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Eary's AgX Version 12 Pre-release
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  • Move back to Linear BT.709 I-E working space, this decision was made based on feedback recieved, and is because of Blender's current lack of backward compatibility.

  • Update post formation compression. Now the compression does two things: compress intensity based on luminance coefficients, compress lower intensity chroma with spherical compression (done with an intensity based mask.)

Eary's AgX Version 11.9

20 Oct 20:39
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Big update, mostly changes inspired by Troy's latest results:

  • Remove AgX Base Chroma Laden since AgX Base has been updated with an "outset".
  • Move formation to BT.2020, change working space to such as a result.
  • Add BT.2020 display as a result of the above change
  • Add de-abney etc. flourish
  • Keep the currrent pre and post formation compression for now until Troy offer something better.

Eary's AgX Version 11.8

28 Sep 03:19
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Update Compression LUTs developed by Kram.

The Pre-formation compression now uses both MacAdam Moment and spherical compression.

Added Post formation compression. Now AgX forms the image in P3 and post-formation compresses the image to sRGB in MacAdam Moment.

Eary's AgX Version 11.7

01 Sep 06:58
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I think these can be considered big changes:

  • Add Pre-formation compression using the spherical compression method developed by Kram.
  • Change Working Space to Linear DCI-P3 I-E
  • Remove Lighter as it's no longer needed

V11.6

30 Aug 06:17
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Release this version before the upcoming bigger change.

This release mostly is about Lighter, but Lighter will get removed soon.

Chroma Laden has been changed to use both HSV and CDL sat.

Eary's AgX Version 11.5

16 Aug 16:33
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-Update AgX Aggressive to solve some problems

-Tweak Contrast Looks a little to avoid strange hue shift