Post process enhancements

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clintonman
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Post process enhancements

Post by clintonman »

postProcess.jpg
Modified bloom post process file to output blur, alpha value and color keyed glow. Top left is the default post process.

This existed before now, the new item is the glow option.

A scene render target can have it's own post process so it may be possible to combine the outputs in some way.

http://clintons3d.com/plugins/truespace ... ocess.html
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Re: Post process enhancements

Post by Draise »

Hmmm.... This opens doors.
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Re: Post process enhancements

Post by trueBlue »

Sweeeeet! :worship:
Can you share your scene shown on the bottom right?
I am having difficulties finding the right settings for the glow effect.
BTW... If you add a Shape to your Set Postprocess Color Key.RsObj, you can animate the KeyColor in trueSpace. :mrgreen:
Add Shape.PNG
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Re: Post process enhancements

Post by clintonman »

It's just one scene, each window was set with different post process settings.

1. load scene
2. press the script button

if you have more than 1 3d view open you might have to copy the value from the script manually into the Glow Threshold and set Scene Intensity to 301

It's not enough to just animate the color, you would also have to run the command script every time the value changes.

No need to add a shape. Just export the color and it will be keyable.
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SampleSpace3D.RsScn
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Re: Post process enhancements

Post by trueBlue »

Thanks!
How are you able to see your Set Postprocess Color Key.RsObj in the Animation Editor?
For me, I have to add a Shape in order to be able to select it and show in the Animation Editor.
WDE.PNG
WDE.PNG (14.57 KiB) Viewed 4614 times
Never the less, I am not seeing any changes by animating the Color Key, yet.
Still not able to reproduce your bottom right example, that makes the green torus glow and not the others.
I like how it seems to be isolated and does not effect the widgets!!!
postProcess.jpg
postProcess.jpg (27.97 KiB) Viewed 4608 times
Experimenting, I have come up with this so far.
3Colors2.PNG
3Colors.PNG
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Re: Post process enhancements

Post by clintonman »

testGlowFromDownloads.jpg
I downloaded the files to be sure they were ok.

steps:
download the RsD3DBloomFilter.fx file
download the sample from above
rename the original C:\trueSpace761Std\Scripts\D3D\RsD3DBloomFilter.fx to RsD3DBloomFilterORIGINAL.fx
copied the downloaded RsD3DBloomFilter.fx file in to replace the original one
restart truespace
open the sample scene
press the start button on the script
check Bloom and it glows

animation steps:
2d encapsulate the script, no extra nodes needed
export the KeyColor
open anim view and rt click the set keyframe button
keying panel shows the KeyColor in it's list

if you don't export the KeyColor find it by right clicking inside the keying panel and browse attributes

Your image shows a value of 0.003 for the EncodedFloat value, it needs a lot of decimal places, so that could be a clue why it's not working for you.
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Re: Post process enhancements

Post by trueBlue »

I followed your steps.
Here is a screen shot.
Screenshot (49).png
I did not have the EncodedFloat decimals set to 14
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Re: Post process enhancements

Post by clintonman »

It looks like you're not using the new RsD3DBloomFilter.fx file
I get that same result with the original included file.
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Re: Post process enhancements

Post by trueBlue »

I redownloaded the fx file and reset the context.
Now it looks like your screen shot
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Re: Post process enhancements

Post by clintonman »

Cross post, glad you got it worked out.
One other note, when animating if one object is glowing it would be easier to animate it's color instead of the keycolor of the script.
Animating the keycolor would be good for making several different color items glow in sequence.
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Re: Post process enhancements

Post by trueBlue »

Here is a Scene Animator FX that has the Set Postprocess Color Key.RsObj incorporated.
The script has been modified to set the incorporated Postprocess attributes which can set and animate the Layout's Postprocess node.

Requriements:
RsD3DBloomFilter.fx
http://clintons3d.com/plugins/truespace ... ocess.html
* Set Postprocess Color Key.RsObj is incorporated into this object.
SceneAnimFX.PNG
Scene Animator supports animating Background color, Ground settings, Scene Render Attributes, Postprocess and KeyColor.
Also useful to Save with your scene and the settings will apply automatically.
To see the attributes in the Animation Editor, select this object or in the top menu Open / Dock

Supported in the Default Layout or similar by default.
If you wish to use this in another layout you will have to change the path in the Layouts tab.

Render to File
Set the Play Range
Select the Render button
Select the D3D Render - Start button

@ Clinton
I notice that some of the Postprocess attributes can be set higher then what the slider controls are set at.
If you are willing, I could use your help in setting up additional scrubbers for each attribute with additional ranges or just modify the slider controls settings.
Also setting the Step values to work more smoothly. IE: 0.0001 or ???
Updated 2/26/2020
Attachments
Scene Animator FX.RsObj
(159 KiB) Downloaded 282 times
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Re: Post process enhancements

Post by clintonman »

Have you tried rendering an animation yet? Command nodes don't work with basic truespace rendering process so extra steps would be needed.
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Re: Post process enhancements

Post by trueBlue »

:(
Is it possible to incorporate the extra steps needed?
Simple script button that Activates/Deactivates the Render/Animate process?
Wonder if the RsAnimPlugin.rsx would work?
Not sure how to use that plugin.
Edit: Okay, I found the solution by using your Bake Keyframes. :D
Yeah.PNG
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Updated the previous post.
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Re: Post process enhancements

Post by clintonman »

I'm surprised that would work. :bananathumb:

The only solution I could think of was using the d3d render script aspect functions.
putinorder.jpg
disconnect watchdog
connect scene animator to the post processor so they have an explicit order and form a chain
d3d render
select scene animator set as entry command
select postprocessor set as exit command
press copy script node hooks
now scripts should run at each frame when animation is d3d rendered
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Re: Post process enhancements

Post by trueBlue »

Amateurish for sure...
Would like to ultimately make a Lens Flare
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Re: Post process enhancements

Post by trueBlue »

Fireflies :mrgreen:
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Re: Post process enhancements

Post by trueBlue »

clintonman wrote: 19 Feb 2020, 06:09 I'm surprised that would work. :bananathumb:

The only solution I could think of was using the d3d render script aspect functions.
putinorder.jpg
disconnect watchdog
connect scene animator to the post processor so they have an explicit order and form a chain
d3d render
select scene animator set as entry command
select postprocessor set as exit command
press copy script node hooks
now scripts should run at each frame when animation is d3d rendered
For unknow reasons, my Bake Keyframes idea is not working now. Not sure why it worked and now it does not!
So now I am trying what you are suggesting with your D3D Renderer.
I got it working and rendered to file successfully.
The copied scripts are installed as shown in your screenshot.
My question to you is, how to you continue modifying the animation and render again, with the copied scripts still in place?
Do you delete the copied scripts and start over?

I do not understand how to use these scripts once they are installed.
copied scripts.PNG
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Re: Post process enhancements

Post by clintonman »

You can find some notes near the bottom of this page:

http://clintons3d.com/plugins/truespace ... ender.html
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Re: Post process enhancements

Post by trueBlue »

Okay thank you!
Finally have it working from a Toggle Button script that is simi automatic.
Render

Code: Select all

if(!Node.ConExists("%THIS_NAME%","AnimTrack")) { return; }
Node.Disconnect("%THIS_NAME%" + "/Watch Dog Event", " Control Out", "%THIS_NAME%" + "/Scene Animator", " Control In")
Node.Disconnect("%THIS_NAME%" + "/Scene Animator", " Control Out", "%THIS_NAME%" + "/RemoteRunComplete", " Control In")
Node.ConnectTo("%THIS_NAME%" + "/Scene Animator", " Control Out", "%THIS_NAME%" + "/RemoteRunComplete", " Control In")
Node.Value("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "ProtectScene") = 0 
Node.Value("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "ModelViewAutoKeyOff") = 0
Node.Value("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "render") = -1
Activity.Run("%THIS_NAME%/RemoteRegister")
System.Alert("Render to File\nSave sequence starting with frame # should be Enabled\nSave animation from frame # to frame # should be Disabled\n\nSelect the Save Settings button\nClose the Render to File dialog\n\nSelect the Start button")
D3DView.RenderToFile('', '')
Activity.Run("Scripts/CustomCommands/D3D_Render_Grp/CopyAndOpen")
Animate

Code: Select all

Node.Disconnect("%THIS_NAME%" + "/Watch Dog Event", " Control Out", "%THIS_NAME%" + "/Scene Animator", " Control In")
Node.ConnectTo("%THIS_NAME%" + "/Watch Dog Event", " Control Out", "%THIS_NAME%" + "/Scene Animator", " Control In")
Node.Disconnect("%THIS_NAME%" + "/Scene Animator", " Control Out", "%THIS_NAME%" + "/RemoteRunComplete", " Control In")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "render")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "specialMeshes")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "ModelViewAutoKeyOff")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "ProtectScene")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "DoRename")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "DoMaterials")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "DoMatrix")
ScriptObject.RunCmd("graph package/conreset command", "Node", "/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "Con", "DoMisc")
Node.Value("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "HideCameras") = -1
Node.Value("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render", "HideLights") = -1
Activity.Run("/Scripts/CustomCommands/D3D_Render_Grp/D3D_Render/UnRegisterAll")
Updated the previous post with the new Scene Animator FX
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Re: Post process enhancements

Post by Saul »

I am having trouble with this.
Opening the Scene animator from postprocess library gives this:
ScreenHunter 116.jpg
And clicking 'set' for keycolor in scene animator gives this:
ScreenHunter 117.jpg

notice the keycolor is set to different from whats glowing in scene?
Edit - Just noticed the error messages are the same (
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Re: Post process enhancements

Post by trueBlue »

Saul wrote: 27 Feb 2020, 17:01 I am having trouble with this.
Opening the Scene animator from postprocess library gives this:
ScreenHunter 116.jpg
And clicking 'set' for keycolor in scene animator gives this:
ScreenHunter 117.jpg
notice the keycolor is set to different from whats glowing in scene?
Edit - Just noticed the error messages are the same (
If you read the description of the Scene Animator FX in the library...
Supported in the Default Layout or similar by default.
If you wish to use this in another layout you will have to change the path in the Layouts tab.
I am uploading an unofficial update that includes the updated Scene Animator FX today, that resolves that error.
But unfortunately it is still path dependent with the supported Layouts.
Also..
Requriements:
RsD3DBloomFilter.fx
http://clintons3d.com/plugins/truespace ... ocess.html
* Set Postprocess Color Key.RsObj is
incorporated into this object.
You must run this script first before using any of the objects in the Postprocess library!
Update RsD3DBloomFilter.RsObj
The modified RsD3DBloomFilter is included in
this Unofficial Update.
IMPORTANT!
You must first run this script to update the
RsD3DBloomFilter in order to use it.
Try this scene in the Default Layout, it has the updated Scene Animator FX.RsObj
Also includes Clinton's Particle System objects, in use with the RsD3DBloomFilter.fx
Default LAYOUT.png
Also, not all colors work with this Postprocess enhancement.
Attachments
PostprocessFXParticles.RsScn
(519.5 KiB) Downloaded 267 times
Saul
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Re: Post process enhancements

Post by Saul »

Thanks trueBlue
Always jump in me without reading the instructions, not least because on my dual monitor setup the instructions are half on and half off my main monitor!
ScreenHunter 123.jpg
I am still having problems getting this going, in default layout, switching to floating window i get this:
ScreenHunter 119.jpg
Could you give a step by step instruction for use, from new scene - default layout onwards? I am very slow these days!!
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Re: Post process enhancements

Post by trueBlue »

Looks like I did not update the Layout button scripts when I combined the Scene Animator and Postprocess scripts together.
Sorry about that!
Here is an updated Scene Animator FX.
Also updated the previous scene.
Turns out the Default and Floating layouts are the same. So you really do not need to switch the Layout buttons.
BTW...In the Library, Right click an item and select Description.
Attachments
Scene Animator FX3b4f.RsObj
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Re: Post process enhancements

Post by trueBlue »

If you want multiple color glows, try setting the KeyColor to Black and adjust the Scene Intensity to around 0.630
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Black Key Color.PNG
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Re: Post process enhancements

Post by clintonman »

Update March 19, 2020

postProcessColorKey.jpg
postProcessColorKey.jpg (57.15 KiB) Viewed 2854 times
changed cutoff for glow value in the code from 90% match to 70%, so a larger variation of color will glow
will set the postprocess node of the active window
option to use the selected node - for d3d render target setup
button to select the active window's post process node
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