Proposal for a new and artist friendly VFB
We all know about the blender compositor. It is a great and useful tool to do advanced compositing and create complex and flexible structures. However I feel like an archviz artist (or any other person focussed maybe more on still images) shouldn't have to use such a sophisticated and complex system to apply basic effects like bloom. and mixing the all new lightgroups together.
I think a lot can be gained if some of these commonly used features were to be added the VFB (framebuffer). Vray and Corona both do this in an excellent way in my oppinion. To apply bloom, change the exposure, and do some basic HSL and value maniputation could and should be such a simple task, but to add bloom in blender I am forced to go into the compositor, and to change the exposure I have to go into the render settings. These are of course small actions that take little time. But optimising and streamlining things like these into a neat workflow are exactly the things that could make blender much more viable for large industries.
So my proposal is as follows. Add a simple bar to the side of the VFB with a few simple features.
- Exposure
- Whitebalance
- Green-Magenta
- Contrast
- Saturation
- Lift/gamma/gain
- Vignette (maybe a real optical one?)
- Maybe a form of highlight compression? (maybe this makes no sense with the filmic tonemapper im not sure)
Along with these features I would like to see a lightmixer. To do this now, we have to add all of the passes together in the compositor and if you want tint controls you have to also add a color multiply to each. As of now, doing all this might as well be done in photoshop.
I am well aware this new VFB might not align well with blender's design philosophy and might be too industry specific to implement. As I said myself, you might aswell just take the individual lightmix layers into photoshop and mix them like that at that point... With that said, I would still advocate for this since it's a feature that will undoutably change the way people use blender and it will be for the better. I am quite sure a lot of people would prefer this workflow over the current one. And I also know nodes is all the rage now and I will probably piss some people off by suggesting it, but nodes are simply not always the awnser.
4 Comments
We need new editors for things like this as well as making it much much easier for addon developers to add new editors instead of shoving everything into the sidebar of the 3d viewport. Arnold in Maya and Max has a really nice window for managing all lights. Blender just has the "lighters corner" which comes from an addon that does 2 dozen different things that have nothing to do with each other.
If nothing else I'm down for physically-based bloom. Current setup can't do bloom from offscreen lights, and I hate it. (And yeah, more accessible light groups would be nice.)
(Also, pardon my hobbyist ignorance, but what's VFB stand for?)
Virtual Framebuffer. aka the screen that opens when you hit render. Physically based bloom is a big one for me aswell. There is actually ways you can create a mask for an aperture and it will create a bloom shape on that. If you create the shape of an eye and some irregularities and you get physically accurate bloom for an eye. Some really cool 3d rendering tech is on the horizon i think!
I'm pretty sure that's called something like "render window" in Maya, Max, Modo, Blender, others