This thread is dedicated to the generation of 3D color look-up tables for use with the injector, which can be used with Direct3D (8-11) and OpenGL applications/games under Windows.DisplayCAL supports generation of compatible 3D LUTs (in PNG format) for use with ReShade.Following is a brief overview how to get up and running.Installing ReShade:Download the latest version of and extract the ZIP file. This should result in a folder “ReShade ”. Use the “ReShade Assistant” application to configure ReShade for each application/game you want to use it with. See the instructions on the ReShade website on how to use the Assistant. There's also a.Installing DisplayCAL and Argyll CMS. Download. Follow the to set it up.Option 1: Creating a new profile and 3D LUT.
3D LUT Creator for Win is the latest program with unique tools for professional color grading of digital images and video and creating 3DLUT-files that can be imported into many programs such as Adobe Photoshop, Adobe After Effects, Adobe Premiere Pro, DaVinci Resolve, FinalCut Pro. But for the most part the pro reports I see show maybe 15 points, not well over 100 points. Important to me than a large validation with pattern generator only. DOWNLOAD LightSpace CMS Demo or Upgrade for Licensed Users. Which was between 1 and 1.5 hours using an i1display pro.
Select the 'Video 3D LUT for ReShade (Rec. 709 / 1886)' preset under 'Settings'. On the 'Profiling' tab, optionally increase the number of patches with the slider. More patches will yield higher accuracy of the resulting profile and 3D LUT.
If desired, adjust the lookup table size on the '3D LUT' tab. Sizes 16x16x16, 32x32x32 and 64x64x64 are supported. Click 'Calibrate & profile'. Adjust the whitepoint of your display if necessary, then continue on to profiling. Wait for measurements and calculations to finish.Option 2: Create a 3D LUT from an existing profile. Select the profile in DisplayCAL under 'Settings'. If the profile was initially created together with a 3D LUT, the respective tab should already be selectable.
If not, it will be grayed out. In the latter case, you can enable it in the 'Options' menu.
Go to the '3D LUT' tab and select 'ReShade' under '3D LUT file format'. If desired, adjust the lookup table size. Sizes 16x16x16, 32x32x32 and 64x64x64 are supported. If 'Create 3D LUT after profiling' is checked, un-check it. The button at the bottom of the window will change to 'Create 3D LUT.' . Click 'Create 3D LUT.'
And wait for the process to finish.Installing the 3D LUTA window should pop up asking you to install the 3D LUT. Click 'Install.' And choose your 'ReShade ' folder, then click 'Select folder'. Kodi might not be supported. Kodi DX9 version seems to work fine with ReShade (only tested the 3D LUT shader) I've added a link to the ReShade compatibility list to the first post.I've also updated DCG beta to 3.0.3.3 with the following changes:. Support additional LUT sizes 32x32x32 and 64x64x64 for ReShade.
If using MasterEffect, the 3D LUT will no longer rely on the MasterEffect shaders (previously it used its ReShade.fx and the mclut3d.png file in the MasterEffect folder). This means if you previously installed a 3D LUT using DCG 3.0.3.2 beta with MasterEffect present, you need to edit MasterEffect.h and change 'USELUT 1' back to 'USELUT 0', then reinstall the 3D LUT in dispcalGUI.
What is a recommended number of patches for a 16x16x16 3DLUT? I know madVR 3DLUT needs more patches (1500-2500) as it can provide better accuracy. I assume Auto-Optimized is a good start (425 patches).I got it figured out, but it doesn't work with any of my games. I tried Witcher 3 D3D11 x64 and Wasteland 2 OpenGL32 x86. All I get are full-screen patterns of several colors, usually ending with blue full-screen pattern. When I press Home - the image is restored.Could this be a Windows 10 problem? ReShade and ReShade Framework work perfect fine with Windows 10, but maybe MasterEffect doesn't.
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ReShade itself has already a performance hit without shaders active, but I've not done any benchmarking. If a loss in performance is noticeable also depends on the system specs and application/game in question.I am fine now since i rolled back to Stable Kodi 14.2 which is DX9.
I feel when i click the Home the change in colors and im damn happy that i have color correction even in my PVR in kodi which is total great because so far i havent found a solution for this. Also i get Color Correction now in my STB that streams to my PC. Great news.As for the performance i dont feel anything bad.
I am with windows 10 latest beta nvidia drivers with a 970. Kodi might not be supported.
Kodi DX9 version seems to work fine with ReShade (only tested the 3D LUT shader) I've added a link to the ReShade compatibility list to the first post.I've also updated DCG beta to 3.0.3.3 with the following changes:. Support additional LUT sizes 32x32x32 and 64x64x64 for ReShade. If using MasterEffect, the 3D LUT will no longer rely on the MasterEffect shaders (previously it used its ReShade.fx and the mclut3d.png file in the MasterEffect folder).
This means if you previously installed a 3D LUT using DCG 3.0.3.2 beta with MasterEffect present, you need to edit MasterEffect.h and change 'USELUT 1' back to 'USELUT 0', then reinstall the 3D LUT in dispcalGUI.I have a question. For Madvr i see that the 3Dlut that is created is 65x65x65 but the maximum as you say in latest beta is 64x64x64. Is there any real difference between the 2? Also in Madvr there is no bitdepth. Sorry if this are stupid questions i just wanna be sure that what i had in my madvr calibration i now have the same with reshade.thx for the great work man. Really really appreciated.
Depends on the display used. I chose a minimum set as default, and this should be ok for most computer monitors. You can always use the slider to increase the number of patches and thus accuracy.
For a 16x16x16 3D LUT, I wouldn't go above roughly 4000.Hmm. Please attach your ColorLookupTable.fx as well as PNG file.Note that you don't need a shader pack if all you want is the 3D LUT.I tested some more. I have a question.
For Madvr i see that the 3Dlut that is created is 65x65x65 but the maximum as you say in latest beta is 64x64x64. Is there any real difference between the 2?
Also in Madvr there is no bitdepthThe custom 3D LUT shader for ReShade that I'm using is limited to resolutions of 2 to the power of x, e.g. 2 ^ 4 = 16, 2 ^ 5 = 32, 2 ^ 6 = 64. You get the idea. Other sizes won't work due to way the shader works.
There shouldn't be much difference between a 64^3 vs a 65^3 3D LUT, but the ReShade shader is limited to 8-bit texture processing, which is not the case for madVR. I should probably disable the bitdepth selection for ReShade as well (initially my hope was an RGBA16 texture format would be supported, but that is not the case as it turns out). Thx m8 one last question because I'm trying to figure how this is really working.I do all the procedure that you describe and i have the files needed where the executable of the app relies but i don't get from where it gets my 3dlut file.basically im asking because my 3dluts are in storage folder of dispcalgui and for examble the one i use in madvr is 98mb but the files that dispcalgui put in the executable folder are under 1mb.is that my calibration? Or reshade knows from the creation of the reshade.fx from where to take the calibration?
Its just academic question and i wanna be sure i don't do something wrong. Basically im asking because my 3dluts are in storage folder of dispcalgui and for examble the one i use in madvr is 98mb but the files that dispcalgui put in the executable folder are under 1mb.madVR 3D LUTs are stored in an uncompressed 16-bit per channel format, and do not only contain the LUT anchor points (i.e. 65 ^ 3) but 256 ^ 3 grid points. With 2 byte (16-bit) per value per channel times the number of grid points, this results in the pretty large 96 MB file. If it would only store the anchor points (65 ^ 3), the size would shrink down to around 1.6 MB, and in 8-bit to around 800 KB. Some people on ReShade forums refer to these as '2DLUT's' that emulate 3DLUT's, but aren't true 3DLUT's. I am not sure I follow that.I also assume that ReShade Color Look Up Table 3DLUT's don't simply adjust the outer layer (100% saturations) of display's colorspace / color gamut and do adjust within colorspace / color gamut outer layer.
For example, would these 3DLUT's for ReShade accurately calibrate/correct 25-75% saturation sweep and hue dE's for all colors, given the right amount of patches used?FYI, there is no performance loss when ReShade 3DLUT is used! Some people on ReShade forums refer to these as '2DLUT's' that emulate 3DLUT's, but aren't true 3DLUT's.
I am not sure I follow that.They are probably confused by the concept of three-dimensional color data stored in a 'two-dimensional' image file format that only knows width and height axes. The format the 3D data is stored in doesn't matter though, what matters is how it's used. The PNG file is just a container, you could as well store the 3D LUT data in a text file or a specialized binary format like madVR uses. I also assume that ReShade Color Look Up Table 3DLUT's don't simply adjust the outer layer (100% saturations) of display's colorspace / color gamut and do adjust within colorspace / color gamut outer layer.
For example, would these 3DLUT's for ReShade accurately calibrate/correct 25-75% saturation sweep and hue dE's for all colors, given the right amount of patches used?It'll adjust all possible 8-bit combinations, with the LUT resolution defining the anchor points (e.g. 64 ^ 3) and the rest being linearly interpolated on-the-fly. You can use the verification tab in dispcalGUI. Enable the device link profile checkbox and set it to the correct path. If you update to DCG 3.0.3.4 Beta, this will set the path automatically after 3D LUT creation (select your existing profile under 'Settings' if you already have a 3D LUT).I haven't used that feature before. Last I remember dispcalGUI only shows overall colorspace accuracy, not per-color saturation/hue @ specific IRE% or ColorChecker sweeps. Does this device link allow HCFR to inspect ReShade 3DLUT?
With madVR 3DLUT's I could easily verify 3DLUT accuracy manually with HCFR. I'm not familiar with this new method - sorry, I might be with the stupid.Your latest dispcalGUI Beta release notes mention ArgyllCMS 1.8 beta - can it be downloaded somewhere? Through Zero Install Development option maybe?There is supposedly another implementation of 3DLUT in ReShade Framework (NOT MasterEffect) called Tuning Palette, which supposedly works with D3D11 games, but I am NOT sure whether its the same thing as Color Look Up Table. There is supposedly another implementation of 3DLUT in ReShade Framework (NOT MasterEffect) called Tuning Palette, which supposedly works with D3D11 games, but I am NOT sure whether its the same thing as Color Look Up Table:More info here -As long as you only use TuningColorLUT / CFXColorLUTDst (as your screenshot indicates), yes.Have you tried using the 3D LUT stand-alone without any other shader pack (see my above)?Do the MasterEffect or CustomFX 3D LUT effects work with DX11 games when enabled? The verification patch set is not limited to specific colors. You can even create your own.As long as you only use TuningColorLUT / CFXColorLUTDst (as your screenshot indicates), yes.Have you tried using the 3D LUT stand-alone without any other shader pack (see my above)?Do the MasterEffect or CustomFX 3D LUT effects work with DX11 games when enabled?The verification patch won't give me a visual representation (diagram) of the colorspace like HCFR, will it?
It will just show color dE's. I'm just anal like that, I'd prefer to see colorspace diagram like in HCFR or CalMAN 5.I did try using 3DLUT stand-alone and exactly the same problems occured - D3D11 games show full-screen patterns of different colors until I press Home, at which point normal screen shows up. D3D9 and most OpenGL32 games work fine with 3DLUT stand-alone.I was unable to get CustomFX TuningColor to work with either D3D11 or D3D9 games. I receive the same exact error when I try to do that. ATM 'working' (more like communicating/talking) with ReShade Framework developer to see if this issue can be resolved.ALL other ReShade Framework shaders and features work fine without problems, except for TuningPalette from CustomFX. The issue was resolved in ReShade Framework by simply placing ' ' around 3DLUT's name. That was not the case with default 3DLUT's name (it did not have ' ' around it).
DirectX 9, 11, and OpenGL32 games now work with 3DLUT's ReShade can make for ReShade Framework. MasterEffect and your shader still do not work with DirectX 11 games.IMHO, I am probably over-excited but this is a huge step! No more simple 1DLUT's and trying to force them, using mostly Borderless Window mode! Now we can get FULL grayscale and colorspace calibration and use it in most games without being forced to use Borderless Window mode! I never thought someone would come up with that!
So soon and without performance loss!!!Huge thanks to you for making ReShade 3DLUT's possible! Nope, the new shader attached causes the same issue in DirectX 11 games - screen changing to single-color full-screen pattern. Once again, it worked in DirectX 9 games and most OpenGL32 games.
I tried your other suggestion too - I removed MasterEffect's ReShade.fx file and renamed your ColorLookupTable.fx to ReShade.fx, but the same exact issue occurred. Is there no way to check out TuningPalette shader from ReShade Framework and make your shader work that way? The actual ReShade Framework forums are here - and the main developer is usually very prompt as far as responses go.
MasterEffect forums are here - and the main developer is usually NOT prompt as far as responses go.I figured out how to do 3DLUT Verification and the report did show colorspace dE, etc., but not the kind of diagrams I was hoping for. This isn't exactly 3DLUT related and yet I had no idea where or in which thread to post feedback/found problems.My colorimeter was firmly placed against the screen and was never moved. I selected BT.1886 for gamma curve and high-quality profile.
The report was excellent, except for one thing - gamma. It was 15-20% below of where it should have been for each grayscale level. The same exact issue occurred with a different 3DLUT I made 2 days ago - gamma was 15-20% below of where it should have been for each grayscale level. Why is that??? Again, my i1Display Pro was not moved during or after calibration/verification.
I had it firmly pressed against the screen by diagonally stretched rubber band that pushed on top of the colorimeter against the screen. Low gamma is a game-killer as it makes the image too flat, especially in video games.Here is the report - Are those good results for 64x64x64 3DLUT after 2500 patches?
It seems a little rough, but then my VA screen is a little rough on colorspace accuracy. The earlier 16x16x16 3DLUT after 450 patches did NOT pass Nominal Tolerance.- Is there a way to show the original display colorspace info / diagram to compare it to the new one. That way it may be helpful to see whether colorspace accuracy after whooping 2500 patches is actually a great improvement due to poor pre-calibration colorspace accuracy.- Is there a way to actually see a diagram like in HCFR? I am talking about 25-50-75-100% saturation sweeps for primary and secondary colors. Its more eye-friendly.- Why was my contrast ratio cut? I calibrated display so that R=G=B is very accurate @ 100% IRE and pre-calibration contrast ratio was 4200:1 (checked in HCFR) and pre-calibration gamma was a bit like BT.1886 @ 5-10% IRE and then steady @ 2.3. The resulting post-calibration contrast ratio was!
3700:1 if you take a look at the report.EDIT: I noticed that gamma is right on the spot if I tick 'Evaluate gray balance through calibration only'. Is that something I SHOULD have ticked?
Another update: 64x64x64 3DLUT did not work with TuningPalette. The screen became overly red - it was a no go. This is bad because my VA's colorspace has poor accuracy and 16x16x16 is not enough to fix it all. In fact, dispcalGUI Verification report showed that 16x16x16 did not pass Nominal Tolerance. But that 16x16x16 3DLUT was from a 450 patch calibration. This time I used 2500 patches but I selected 64x64x64 and it doesn't look like I can re-create another 3DLUT but with 16x16x16 from existing calibration. There doesn't seem to be a way to select 'Create 3DLUT' without pressing 'Calibrate & Profile'.EDIT: NEVERMIND, I used today's 2500 patches profile and re-created 3DLUT but with 16x16x16 and then ran Verification.
The report was much better than the one after only 450 patches and this report did pass Nominal Tolerance!Sweet! I shall relay information regarding 64x64x64 3DLUT's not working to ReShade Framework developer!One more update: I can even make a 3DLUT for madVR with this data! I never had time to get one done, but it appears now I don't have to! Is there no way to check out TuningPalette shader from ReShade Framework and make your shader work that way?The TuningPalette shader contains a lot more than just the 3D LUT shader code, and the latter is already very similar to the current shader code I'm using. In fact, no matter what you do, you'll always end up with shader code that's more or less the same, because there's basically only one way to approach the current texture lookup. I've attached a ZIP with two versions of an updated shader, let me know if one or both work (rename to ColorLookupTable.fx, again both assume 16 ^ 3, 256x16 PNG). If not, I'm out of ideas.
The TuningPalette shader contains a lot more than just the 3D LUT shader code, and the latter is already very similar to the current shader code I'm using. In fact, no matter what you do, you'll always end up with shader code that's more or less the same, because there's basically only one way to approach the current texture lookup. I've attached a ZIP with two versions of an updated shader, let me know if one or both work (rename to ColorLookupTable.fx, again both assume 16 ^ 3, 256x16 PNG). If not, I'm out of ideas.To make it work, you have to edit two files (make backups!), TuningPalette.h (change line 51, 'float4 ColorLUTDst = float4((original.rg.15f+0.5f).TuningColorLUTNorm,o riginal.b.15,original.w);' by replacing the two occurences of 15 with 63), and CustomFXsettings.cfg (line 133, '#define TuningColorLUTNorm float2(1.0/256.0,1.0/16.0) //undef //-Texture size', replace 'float2(1.0/256.0,1.0/16.0)' with 'float2(1.0/4096.0,1.0/64.0)').Its a no go for both files, even if I rename them to ReShade.fx. Sorry., but I am certain if you ask ReShade Framework developer, he can help you out!I did that thing to try to make 64x64x64 work and it sort of did, but again, the screen became all red.
It cannot be the 3DLUT itself because 16x16x16 version of it works fine.
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