Repository navigation
Untold Engine 0.18.1: AgX Tonemapping, Procedural Sky, and a Simpler Color Pipeline #1169
untoldengine
started this conversation in
General
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Untold Engine 0.18.1 is now available. This is a color-pipeline and rendering-fidelity release: a native AgX tonemap operator, standalone
.cubecolor-grade LUTs, a first pass at a procedural sky, Blender-consistent directional-light units, and fixes for normal-map noise and off-axis texture aliasing.AgX Tonemapping & a Simpler Color Pipeline
Blender 4.0+ defaults to the AgX View Transform, and the engine now has a native Metal port of it —
setPostFX(.tonemapOperator(.agx))— alongside the existing ACES Filmic default. It's a runtime shader operator, not a baked asset, so it costs nothing at export time and works on any scene regardless of how it was exported.This release also removes
--bake-color-managementand--bake-materialfrom the exporter. Baking a scene's exact Blender display transform into a whole-scene LUT was the only way to get pixel-perfect parity with a non-stock View Transform, Look, or OCIO config, but it added a Blender-render step to every export and a second, harder-to-reason-about code path in the renderer. The native AgX/ACES operators plus externally-authored.cubegrades (below) now cover the common cases with far less machinery. Assets exported before the flag's removal still load correctly —loadSceneAuthoredrecognizes and clears the legacy baked LUT for backward compatibility.Docs: Using Materials, Textures, and Color Management
External
.cubeColor-Grade LUTs, Without a Scene Export--color-grade-lutstages a standard.cube3D LUT — hand-authored, or exported from DaVinci Resolve, Nuke, or any other grading tool — alongside a scene export, layered as a creative grade on top of whichever tonemap operator ran. The engine parses.cubetext directly and uploads it to a native Metal 3D texture, so no proprietary container or.utexconversion step is involved.LUT-engine2.mov
This release adds a standalone runtime entry point for the same mechanism, independent of any scene export:
The active tonemap operator and grade LUT are also now serialized with the scene, so a saved/reloaded scene keeps its authored look, and the LUT itself is bundled automatically into shipped app builds.
Docs: Using the Registration System
A First Pass at Procedural Sky
The renderer can now draw a procedural atmospheric sky as the non-XR background, as an alternative to the debug/editor grid, via
setRenderingEnvironment(.sky(true)). Sun position for this background is driven by a new elevation/azimuth pair on directional lights —getSunElevationAzimuth/setSunElevationAzimuth— a pure re-parameterization of the light's existing orientation, so it can't drift out of sync with the transform.sky-rendering2.mov
This is early — it's shipping disabled by default while it gets more visual polish — but it's there to opt into and build against.
Blender-Consistent Directional Light Units
Directional lights now support
.strength(_:), a radiometric unit (irradiance, W/m²) matching Blender Sun's "Strength" property, alongside the existing.power(_:)convenience for point/spot/area lights. Newly-created directional lights default to values tuned for the new sky background rather than the arbitrary intensity used previously.Texture Fidelity Fixes
-normal -perceptualmode, repacked as 2-component X+Y with Z reconstructed in the shader.Docs: Using Materials, Textures, and Color Management
Other Fixes
untoldengine bootstrapnow installslz4into Blender's own bundled Python interpreter rather than the systempython3— the two interpreters don't sharesys.path, so--optimizeexports were failing withModuleNotFoundErroreven after a successful bootstrap.Closing
0.18.1 trades a heavier, Blender-render-dependent color pipeline for a simpler, faster one — native AgX/ACES plus composable
.cubegrades — while starting the groundwork for a proper sky and improving texture fidelity across the board. As always, thanks for testing and filing issues, and feedback on the new sky background and color pipeline is especially welcome while both are still early.All reactions