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Blender 4.0 Merged

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@EaryChow EaryChow released this 23 Nov 12:47
c80a60d

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.