Hey all, I’m getting weird color artifacts when I apply color grading, even with a neutral LUT. Anyone seen this or know how to solve?
https://playground.babylonjs.com/#23YL1J#8
JacobF
January 24, 2021, 11:30pm
2
Random observation… I’ve been using the ColorCorrectionPostProcess, problem doesn’t seem to exist there.
https://playground.babylonjs.com/#23YL1J#9
Edit:
Looking at
import { PostProcess, PostProcessOptions } from "./postProcess";
import { Effect } from "../Materials/effect";
import { Texture } from "../Materials/Textures/texture";
import { Engine } from "../Engines/engine";
import { Camera } from "../Cameras/camera";
import "../Shaders/colorCorrection.fragment";
import { _TypeStore } from '../Misc/typeStore';
import { SerializationHelper, serialize } from '../Misc/decorators';
import { Nullable } from '../types';
declare type Scene = import("../scene").Scene;
/**
*
* This post-process allows the modification of rendered colors by using
* a 'look-up table' (LUT). This effect is also called Color Grading.
*
* The object needs to be provided an url to a texture containing the color
* look-up table: the texture must be 256 pixels wide and 16 pixels high.
This file has been truncated. show original
We can see the need for
lutTexture.anisotropicFilteringLevel = 1;
lutTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
lutTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
Adding those fixes the issue:
https://playground.babylonjs.com/#23YL1J#10
The line about anisotropicFilteringLevel seems to be missing here:
Wow great catch @JacobF – that second docs link was the one I was working from and it is indeed missing the anisotropicFilteringLevel line. That totally fixed it. THANK YOU!!