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Table of Contents

This page contains information on the Layers panel found in the V-Ray Frame Buffer 2.

 

Overview


The Layers panel of the V-Ray Frame Buffer 2 (VFB2) provides a new powerful workflow for polishing your rendered image in a more flexible manner. You can bring out render elements and compose them together with individual color corrections in the panel's Composite mode, or deconstruct lights contribution in the scene and fine-tune each light individually in the completed render using the LightMix mode. You can also simply color correct the final render just like you were able to do in RGB mode in the previous version of VFB.

 

 

UI Path


 

||V-Ray Frame Buffer|| > Layers


Layers Menu


Commands available for the Layers panel are located at the top of the panel. Hold left-mouse button down to see the expanded list of commands for the stacked buttons.

 


Creates a layer. Left-click to open the context menu options:

Folder - Creates a folder to group your layers;
Render element - Adds render element from the list of render elements present in your render;
Constant - Adds a solid color layer;
Exposure - Adds an Exposure color correction layer;
White Balance - Adds a White Balance color correction layer;
Hue/Saturation - Adds a Hue/Saturation color correction layer;
Color Balance - Adds a Color Balance color correction layer;
Lockup Table - Adds a Lockup Table (LUT) color correction layer

Deletes selected layers.

Saves the layer tree preset.

Loads a layer tree preset.

Fast access to your folder with custom presets (you must set your path to it in the VFB Settings).

 

The Display Correction, Denoiser and Source layers are listed in the Layers panel by default to any rendered image.

Layers can be disabled from the visibility icon (), dragged up and down, stacked in folders, etc.

Corrections are generally applied as they are listed in the layers window from bottom to top, except for nested layers that are executed after their parent.

Color correction adjustments and denoiser effect are saved in the output image just like they are applied in the VFB2, while adjustments made to the Display Correction layer are only applied for preview purposes in the VFB2 and not saved in the image.

Parameters


 The following parameters are common for most layers:

 

 

Name – Specifies the name of the layer.

Opacity – Controls the weight of the respective correction. Use the slider to set the value, where a value of 0 means no effect and a value of 1.0 means full effect. 

Blend Mode – Specifies the blend mode from the following options:

Normal – Edits or paints each pixel to make it the result color;
Average – Reveals the pixels below through a dither pattern (noise) whose intensity is based on the Opacity when the Opacity of the layer is reduced;
Add – Turns the output colors darker. Anything that is white in the blend layer becomes invisible, and anything that is darker than white has some darkening effect on the pixels below it;
Subtract – Subtracts the blend color from the base color;
Darken – Selects the base or blend color (the darker of the two) as the result color. Pixels lighter than the blend color are replaced, and pixels darker than the blend color do not change;
Multiply – Multiplies the base color by the blend color. The result color is always a darker color. Multiplying any color with black produces black. Multiplying any color with white does not change the color;
Color Burn – Darkens the base color to reflect the blend color by increasing the contrast between the two. Blending with white makes no change;
Linear Burn – Darkens the base color to reflect the blend color by decreasing the brightness. Blending with white makes no change;
Lighten – Selects the base or blend color (the lighter of the two) as the result color. Pixels darker than the blend color are replaced, and pixels lighter than the blend color do not change;
Screen – Multiplies the inverse of the blend and base colors. The result color is always a lighter color;
Color Dodge – Brightens the base color to reflect the blend color by decreasing contrast between the two. Blending with black makes no change;
Linear Dodge – Brightens the base color to reflect the blend color by increasing the brightness. Blending with black makes no change;
Spotlite
Spotlite Blend
Overlay – Multiplies or screens the colors, depending on the base color. Patterns or colors overlay the existing pixels while preserving the highlights and shadows of the base color. The base color is not replaced, but mixed with the blend color to reflect the lightness or darkness of the original color;
Soft Light  Darkens or lightens the colors, depending on the blend color. The effect is similar to shining a diffused spotlight on the image;
Hard Light – Multiplies or screens the colors, depending on the blend color. The effect is similar to shining a harsh spotlight on the image;
Pin Light – Replaces the colors, depending on the blend color. If the blend color is lighter than 50% gray, pixels darker than the blend color are replaced, and pixels lighter than the blend color do not change. If the blend color is darker than 50% gray, pixels lighter than the blend color are replaced, and pixels darker than the blend color do not change;
Hard Mix – Adds the RGB values of the blend color to the RGB values of the base color. If the resulting sum for a channel is 255 or greater, it receives a value of 255; if less than 255, a value of 0. Therefore, all blended pixels have RGB channel values of either 0 or 255. This changes all pixels to primary additive colors (red, green, or blue), white, or black;
Difference – Subtracts either the blend color from the base color or the base color from the blend color, depending on which has the greater brightness value. Blending with white inverts the base color values; blending with black makes no change;
Exclusion – Creates an effect similar to but lower in contrast than the Difference mode. Blending with white inverts the base color values. Blending with black makes no change;
Hue – Creates a result color with the luminance and saturation of the base color and the hue of the blend color;
Saturation – Creates a result color with the luminance and hue of the base color and the saturation of the blend color;
Color – Creates a result color with the luminance of the base color and the hue and saturation of the blend color. This preserves the gray levels in the image and is useful for coloring monochrome images and for tinting color images;
Value


Display Correction


 

 

In the Display Correction layer you can displays the image in a specific color space.  You can switch between sRGB color space, Gamma 2.2 and ICC.

The ICC correction allows you to apply an ICC profile to the image so that it matches (i.e. the appearance of the image in Adobe PhotoShop). This is a display correction that is only applied when the image is viewed in the frame buffer. It is not applied when the image is saved to a file.

Normally you would specify the ICC file for your calibrated monitor here. Programs like PhotoShop display images using your (primary) monitor ICC profile automatically. However (at least for the moment), 3ds Max is not a color-managed application and you must manually load the monitor ICC profile into the V-Ray frame buffer in order to match the appearance of your images in PhotoShop.

 

Source


 

 

The mode of your Source layer determines whether you work on your rendered image in terms of configuring lights, compositing render elements or simply applying color corrections to your final output.

RGB - Color corrections can be added from the Create layer menu and they are always applied to the whole rendered image.

Composite - Render elements can be added as layers and color corrections can be individually added to them. Use this for Back To Beauty workflow. First, you need to add the render elements you'll use in Render Setup, then they will be available from the rendered image in your layers Element drop down list.

LightMix - Use this mode for configuring individual lights, group of lights or lights layers not only in the final image but also transfer the adjustments to scene. First, add a VRayLightMix render element to the Render Setup render elements list, then controls will be available in the LightMix mode layers. For more information, visit the VRayLightMix page.

When the Source is set to LightMix, you can enable/disable lights from their respective checkboxes or modify them using the intensity parameter and the color slots. The modifications can be saved as light mix presets and be re-used. VRayLightMix automatically creates Environment and Self Illumination render elements.

To scene – Applies the current VRayLightMix settings to the scene. This sends all changes to colors/intensities back to the scene lights. A re-render is needed for those changes to be properly integrated in the render output.

Save – Saves the changes as light mix preset.

Load – Loads a light mix preset.

Recent – Shows a list of recent light mix presets.

Checkbox – Enables/Disables the selected light.

Multiplier – Specifies an intensity multiplier.

Color Slot – Specifies a color for the selected light.

 

Denoiser


 

 

This layer provides access to VRayDenoiser render element (if available) from inside VFB2. If such is not added to Render Setup render elements list, the layer is always disabled.

Calculate denoiser disables denoiser calculation. This can be useful sometimes while adjusting your render. Mind that disabling the Denoiser layer visibility instead still calculates denoiser in the backgroud. See more on working with V-Ray Denoiser on render element page.


Constant


 

 

This color correction applies a solid color that can be used as a constant to achieve an effect on another layer.

 

Exposure


 

 

This color correction applies exposure and contrast to the image. An Exposure value of 0.0 leaves the original image brightness, +1.0 makes it twice as bright, and -1.0 makes it twice as dark. Highlight Burn selectively applies exposure corrections to highlights in the image. Positive Contrast values push the colors away from the medium gray value to increase image contrast, while negative values push the colors closer to medium grey.

 

White Balance


 

 

The White Balance (Temperature) slider corrects the colors in the image so that objects that are white appear as pure white (and not tinted blue, yellow, red, etc.) in the final image.

 

Hue/Saturation


 

 

This correction applies HSL transformation on the image colors. Moving the Hue slider changes the overall hue of the image colors (grey colors remain intact). Lower Saturation values move the image towards greyscale while higher values increase the colors' intensities. Higher Lightness values add white to the image, whereas lower values subtract white from the image.

 

Color Balance


 

 

This correction adjusts the overall color tone of the image, as well as the tone of the dark (shadow), medium, and bright (highlight) colors. The color corrections are additive in that the All correction affects all colors of the image, and the Shadows/Midtones/Highlights options adjust the individual components in the image on top of the All correction.

 

Lockup Table


 

 

This correction allows you to remap the image colors based on an IRIDAS .cube LUT (Look-Up Table) file.

Convert to Log Space Before Applying LUT – Converts the Base map to a logarithmic color space before applying the look-up table.

Convert to sRGB Space Before Applying LUT – Converts the Base map to a sRGB color space before applying the look-up table.

 

Notes


  • Color corrections in RGB mode are applied to all Beauty render elements and some Utility render elements too. They are not applied to render elements that present masks or hold geometry or computational data for the rendered frame.