Build 311020 - revision 1


Still I found a way of glitching out the 3110 build. The idea is, load a CLUT table using a signal type different from the one the systems is configured to use via Config->Curve (say, we are configured for REC, but our CLUT uses Log) , then, in-game, swap to a CUBE table instead. Result: we are using Log shaders (because CLUT told us to) with parameters intended for Gamma shaders (because of the Config file), and an expected color corruption. Decided on adding a protection, yet overdid it a bit... Anyway:

  • New command: CAMSIG. Opens an interface for choosing your emulated camera signal, as well as an output range conversion.
  • [FIX] Having Config-vs-CLUT shader selection mismatch results in the config-defined parameters being prevented from being chosen when loading a CUBE file.

Anyway, what's the deal with those virtual cameras, signals, LUTs and all? Project "Constraint", just like, say, Serious Sam HD, supports changing your frame coloring to one that feels better to you. However, unlike any game I know of, it pulls it to a whole new level of customization: got a neat color grading LUT pack you've bought for your videos or just downloaded as a free sample? Or you've made some preset to grade your own photos or videos? You can just load it here, no extra steps (as the CUBE format is both widely used and fully open). Or load (or create) a compiled LUT (*.CLUT proprietary format, C for either "compiled" or "Constraint", see the pun) to skip the setup trouble (the "Curve" settings will be ignored in this case, as they are stored inside the file, just like the brightness value)... Wait, what trouble? Well, the CUBE format is very flexible, as it allows for any sane input and output ranges... yet there is no standard of what is what, so all the software simply creates CUBEs with 0~1.0 input, some output... and then somewhere it is stated how to use each LUT. So, to apply a table correctly, you have to choose the camera signal type that fits the intended one of the LUT (or just looks cool to you, as there are also many "universal" LUTs without any cam model binding). As in the digital video 0 is not necessarily black, and 1 is not always white for reasons, I've added options for various camera input implementations, say, if you want to emulate some fancy cinema cam, you can feed the whole S-Log range, or (right according to one's manual!) extract only the actual visible color range (many LUTs I saw prefer the second option). Now should the LUT you use be aiming for direct-to-video usage, the colors will be washed-out unless it is converted, hence the output scaling is present in the game's options as well. If you want to play with the math, you can try to fill the fields in the Curve setup window yourself, but as we all are lazy I added a few (not that few in fact) presets, which most likely will fit your needs out of the box.

I already packed some of the presets I like to use when playing, and you can create your own for the easier fire-and-forget access as well, to do so once you figured the LUT is good, and properly configured as well, choose "Preview and export a LUT" from the Config.exe's "OK" button's submenu and choose where to save the preset.

Files

ProjectConstraintBuild311020rev1.rar 107 MB
Oct 31, 2020

Get Project "Constraint"

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