LUT Color Grading Effects

As a Roblox developer, it is currently too hard to do advanced color correction.

If Roblox is able to address this issue, it would improve my development experience because it would allow very fine grained control over how a game looks and feels, and it would allow for a wide variety of fancy effects.

A color LUT and a LUT for colors valued 1-2 instead of 0-1 would be ideal.

All the information below is intended to describe what LUTs are, how they can be used, how they impact Roblox, etc, but ultimately nothing below is significantly important to the feature request.

Use cases (Also the tl;dr)

LUTs can efficiently account for quite a few post processing shaders without requiring developers to be able to write their own shader code for Roblox, which has a whole host of problems associated with it.

Uses color LUTS would add:

  • Any basic color correction effect is supported, Roblox doesn’t have to do anything
    • Sepia effect
    • Curves effect
    • Spooky or cartoony LUTs
  • Making some colors glow more than others, or tuning the glow of colors in a game
  • Assuming LUT effects could be phased or interpolated, making colors smoothly blink, flash, flicker, etc. (E.g. making the border around a door flash smoothly)

What is a LUT?

A color LUT (color lookup table) is an image which maps all possible colors to a set of new colors. Many games use LUTs for color correction because LUTs allow you to apply any color transformations that affect single pixel colors without requiring information about other pixels, such as brightness, contrast, saturation, hue shifts, and more.

LUTs allow for all the things that a Roblox ColorCorrectionEffect does, but LUTs allow for conditional control of how colors are tuned, since you can map any color to any other color.


Caveats and constraints

The entire RGB space can be represented using a single 4096x4096 LUT texture (4 1024x1024 Roblox textures, since 1024x1024 is the max texture resolution), which uncompressed is only 67.1 MB of VRAM. Since a PNG can store full RGBA, the alpha channel is additionally free to control something, such as the strength of bloom (emissivity).


LUTs with emissivity (HDR LUTs in Roblox)

Unfortunately, a LUT that controls emissivity uniquely for every single possible color would not be realistic, as the entire RGBA space is much, much bigger, and therefore much more costly to represent in RAM. A full LUT would be a 65536x65536 RGBA texture (17.17 GB uncompressed, good luck fitting that in VRAM :sunglasses:)

However, since a single LUT texture maps 256x256x256 colors with values from 0-1, simply duplicating this LUT allows for mapping colors which have higher values than 1 (value as in HSV) e.g. mapping colors in the value range 1-2, allowing you to still effectively LUT colors that glow even if you can’t map finely by input color value. (In simpler terms, if you have glowy red and slightly glowier red, you can’t make the glowy red blue while you make the slightly glowier red green, since you can’t map by the glowiness, they’d both have to be the same final glowiness)

Interpolation can be used past values of 2 to attempt to approximate LUT values beyond 2. For example, clamping the input value of the color from 0-2 when deciding the LUT to use, and then scaling the output LUT by the additional LUT (e.g. if the value of the input color is 3, and the output LUT is 0.5, the final value would be 0.5 * (1 + (3 - 2)), multiplying the value by 1 plus the extra color value above 2.

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I would love this feature!

HDR LUTs can be approximated by a 0-1 LUT if the LUT is applied after tonemapping.

Bilinear filtering can be used to make 1024x1024 LUTs that look almost as good as a full 4096x4096 LUT.

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This post needs more attention
This would be the ultimate upgrade to the Engine, it would make games so much more amazing.

For everyone who does not know what a LUT is:
It’s a Color Grading effect that allows the creation of real time Cinematic Color Effects on the Scene, you know why most movies look so nice? Because they are using a LUT Effect.

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Yes, we really need color grading. Having it would really allow me and others to achieve the visual look we’re going for. Like for example, achieving some distinctive atmospheres, as such are present in these color-graded examples:


Game example:

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As someone who works with Lighting quite a bit trying to get just the right lighting for a horror game, this would be a great feature. Especially if it could be changed using scripts just like the current ColorCorrectionEffect (which I assume would be an included feature included with it because why wouldn’t it be?)

Some more use cases:
Otherworldly maps/areas,
Better controlling how “bright” parts look,

And I’d be interested to see how it works with reflective parts without having to change the Skybox color

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Whoa!

Only nine days after my post? Seriously Roblox? Thanks; looking forward to seeing this feature become further developed.

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PLEASE. As someone who moved from Video Editing and studied media arts, coloring is an essential feature to put the audience within the environment. If Roblox really intended to be a platform with best integrated experiences, coloring cannot be left out. The ColorCorrection effect is not even correcting any colors.

I’m glad they are adding tonemap. A step in the right direction, but do the tonemaps really support 3dl cube lut such formats?

I support the further development of this feature.

It seems like LUT is already possible but it’s kept private from the outside. :slightly_frowning_face: The custom tonemappings are nothing but an exclusive feature which does not achieve this feature request’s ideal.

Yep—Roblox’s announcement was exciting at first, but after the novelty wears off it leaves us wondering what’s next. Like you said, features related to LUTs and color grading in general are very important for developers bringing their artistic vision to life

We have a lot of artistic talent coming on to the scene on Roblox in 2024; it would be nice to hear from staff if these needed updates are on their timeline. If it’s something we could get soon it would substantially advance the visual aesthetic of games and elevate the quality of player experience.

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Yeah, retrospectively I must admit I’m a bit disappointed that the ToneMapper was released so underdeveloped. I think they were in a rush to deprecate Compatibility so they released the most barebones framework, and perhaps are doing testing with integrating custom ColorGrading into the system. But that’s just my speculation because as I said earlier, there haven’t been many updates about what they’re working on.

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