Scene > Camera Editor > Image Processing
All camera image processing parameters are found in this tab.
Video captions: Available in VRED 2025.3. Our new color management system, called OpenColor IO, gives us the opportunity within the physical camera to include support for ACES 2.0, Kronos PBR Neutral, and an un-toned view transform.
And second, you can now apply brand new color grading methods to your cameras. When you select a camera, you will find a new frame within the Image Processing tab, called Grading. This Grading contains four new entries for Primary, Tone, RGB Curves, and LUTs.
You will also recognize the new checkboxes, so you can now temporarily enable or disable single settings without the need to expand the frame.
Under Primary, you will find 3 new color wheels for Exposure, Contrast, and Offset. You can also use the vertical sliders to adjust the values. And, if you want to reset your values, just use the reset button.
The Tone menu is very similar with 5 different colors wheels for Blacks, Shadows, Midtones, Highlights, and Whites.
The RGB Curves frame allows adjusting the tones using a B-Spline curves, where you have a curve for R, G, B, and one master curve. Use either the existing 3 control points of the curve to change the look, or just add additional control points by just clicking into the curve or by using the pipette to search for a specific color within the viewport. You can also delete control points or use the rest button to get back to the default curve.
And the LUT area gives you the option to use one of the preinstalled LUTs or load a custom LUT from your disk. And if you want to mix the LUT grading, you can use the Weight control.
After you have done all your settings, you maybe want to save these as a custom preset to reuse and share this in other projects. The default folder for your presets can be changed here in the preferences. This is also the area where you can set the folder for your LUT collection. So, you might want to set it to a folder where all team members have access to.
You can also copy paste all settings from one camera to another. And the Settings will also be available in the Python API.
Also, new is a color picker for the white balancing in your scene. Just activate the new picker tool and select a point in your scene that you consider to be white. This makes finding the right white balancing in your scene so much more comfortable now and its less guesswork.
Tonemapping
Makes it possible to map the high dynamic range rendering for display onto an output device with lower dynamic range.
Tonemapper - Selects an algorithm to adjust the appearance of a 32-bit render.
Reinhard Luminance - Uses the tone mapping methods, based on Erik Reinhard’s methods. The tone mapping takes place, based on the luminance values of a pixel. The pixel color information is retained.
Reinhard RGB - Uses the tone mapping methods, based on Erik Reinhard’s methods. The tone mapping takes place separately for each channel of an RGB pixel. Bright pixels are desaturated, as with a digital camera sensor. When selected, the Color Space option appears. Select from sRGB or ACES.
Logarithmic Luminance - Uses a logarithmic mapping, based on the luminance values. This mapping corresponds approximately to the human perception. The color information remains unchanged.
Logarithmic RGB - Uses a logarithmic mapping that affects each channel of an RGB pixel separately. Bright pixels are desaturated. When selected, the Color Space option appears. Select from sRGB or ACES.
Filmic - Uses an s-curve mapping that reproduces the behavior of a photographic film. RGB channels are mapped separately. Two parameters control the shape of the s-curve, Shoulder and Toe Strength.
Physical Camera - Available in VRED Professional and Design as of 2023.4. Enables the option to work with physical values like F-stop, Shutter Speed, Sensor Response, View, Look, ISO, and Automatic ISO Adaption to control the tonemapping of the image. Additionally, presets of response camera curves can be loaded and edited to adjust the appearance of the rendering. These values affect the amount of motion blur and depth of field. Also, a focal length change affects the exposure of the rendering.
Luminance - Available in VRED Professional and Design as of 2023.4. Shows the luminance values in the scene. Luminance is the light reflected from a surface, so this is what a human eye would see.
Get information on the actual luminance values of an individual pixel, which is displayed as the cursor moves over the pixel. Brightness values are displayed in cd/m² and Lux (lm/m²) within a radius of 5 x 5 pixels around your cursor. Values are slightly offset when anti-aliasing, but are still visible. Use this when precise brightness measurements, regardless of the value scale, are needed for lighting simulations.
Illuminance - Available in VRED Professional and Design as of 2023.4. Shows the illuminance arriving at a surface.
Get information on the actual illuminance values of an individual pixel, which is displayed as the cursor moves over the pixel. Brightness values are displayed in cd/m² and Lux (lm/m²) within a radius of 5 x 5 pixels around your cursor. Values are slightly offset when anti-aliasing, but are still visible. Use this when precise brightness measurements, regardless of the value scale, are needed for lighting simulations.
Color Space - Only available when the Logarithmic RGB, Reinhard RGB, Physical Camera, or Filmic Tonemapper and the Custom Response Curve Sensor Response is selected . Sets the color space used when rendering your images.
sRGB - Uses the standard RGB color space for vibrant saturated consistently displayed colors.
ACES - Helps reproduce the color shifts that occur when filming a bright light. For example, think of a taillight where red gets shifted to yellow or a bright sky that gets slightly desaturated.
AgX - Offers improved color handling in bright areas compared to ACES, where colors tend to shift their hue value and are too saturated. In AgX, bright colors move toward white, replicating the behavior of real cameras.
The following color sweep example, rendered in VRED, nicely illustrates the different hue shifts of the two tonemappers across the color spectrum.
Curve Mapping - Only available using the Physical Camera tonemapper and Custom Response Curve sensor response. Sets the mapping of input values to the sensor response curve lookup table.
Linear (Legacy option) - Clamps the HDR rendering results to the 0 to 1 range, as input to the lookup table.
Logarithmic - Uses the -12.473930 to 12.56068812 range of the log2 of the HDR rendering results, as input to the lookup table. This allows for 25 stops of dynamic range.
Automatic Exposure - Adjusts the brightness to what is on the screen, automatically calculating the exposure, based on the image. This is really useful for an interactive scenario, such as moving through the interior of a car. When Automatic Exposure is disabled, the interior can be too dark, as not enough scene lighting penetrates the interior. When enabled, the automatic ISO is disabled.
This works for animation and offline rendering and is stored per viewpoint. This also works in clustering, but does not display the cluster image. Use this with the Exposure Compensation option.
Sensor Response - Only available for the Physical Camera Tonemapper. Sets the tonemapping algorithm to use for mapping HDR rendering results to the valid value range. Provides the following options:
Custom Response Curve - Allows the use of a custom sensor response curve for RGB or Luminance by enabling the Curve Mapping, Editor Size, Response Curve, and Response Curve Mode options.
OpenColorIO - Unlocks new capabilities in the Physical Camera for a more flexible way to manage color transformations when working with high-fidelity color imaging. We support OpenColorIO v.2.4.2.
AgX - Uses sensor response behavior to transforms the tonemapping by improving upon Filmic to achieve a more photorealistic results. AgX provides a dynamic range of 16.5 stops and desaturates highly exposed colors to replicate the natural light response of film.
AgX Punchy - Uses sensor response behavior to transforms the tonemapping by improving upon AgX to achieve more vibrant results.
AgX Custom - Uses sensor response behavior to transforms the tonemapping by controlling the power and saturation of an image.
Power - Only available when Sensor Response is set to AgX Custom. Applies a power value to the image after applying the response curve to control the contrast.
Saturation - Only available when Sensor Response is set to AgX Custom. Applies a saturation value to the image after applying the response curve.
View - Only available when the Sensor Response OpenColorIO is selected. Sets the tonemapping curve used for transforming the view. Choose from the following:
ACES 2.0 - Improves the consistency of an image's tone and minimizes color distortions.
ACES 1.0 - Uses sensor response behavior, as defined in the Academy Color Encoding System, so there will be a filmic color shift. For example, red glowing objects shift to yellow.
PBR Neutral - Uses PBR color accuracy to achieve an accurate physical simulation rendering that is optimally illuminated and uses an exact sRGB color representation for grayscale lighting conditions that is neutrally depicted under colored light, such as sunlight.
Un-tone-mapped - Use when wanting to see an image's source color texture values as they appear during editing without tonemapping.
Look - Only available when the Sensor Response OpenColorIO 2.4 is selected. Sets the specific look modification transform used when tonemapping. Choose from the following:
None - No look modifications are made.
ACES 1.3 Reference Gamut Compression - Corrects artifacts in source images. This is the replacement created for the Blue Light Artifact LMT. It uses a simple RGB ratio-based algorithm that compresses values based on their distance from the neutral axis.
Basic Color Correction
This section contains options for basic color correction:
White Balance - Defines the white balance value that affects the image in the post-processing procedure, which is measured in Kelvin. 6500 Kelvin is used as standard for video productions.
Cool/Warm - Adjusts the color temperature of the image to give it a warmer or cooler tone.
- Quickly adjusts the white balance. Click an area of the image that should be white and VRED will adjust the white balance based on your selection.
Color Grading
The Color Grading options to help with exposure and impact the mood, tone, and the overall visual appeal of your project. Use the QuickAccess Bar tool to instantly enable or disable any color grading options.
Video captions: After releasing color grading in VRED 2025 update 3, we've now added a global weight option to control the overall impact of the tone mapping. This allows you to easily adjust and create subtle results, increasing the ease of use.
Presets - Provides an extensive list of presets. For how to create a camera preset, see Creating a Camera Preset.
Default | Film Warm Preset |
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Filename - Provides options for creating/saving and importing color grading presets into your project. Click to locate the file, which is stored here,
C:\ProgramData\Autodesk\VREDPro-17.3\data\OpenColorIO\Presets
, by default. Select the file and click Open. When using one of the provided presets, select Default.
Weight - Sets the influence of the overall color grading of the image. To apply full color grading, enter 1. For no color grading, enter 0. Find this in the Camera Editor > Image Processing tab > Color Grading section.
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As the Weight value is decreased, so is the color grading's influence on the image's color grading. |
Within the Color Grading section are additional sections, Primary, Tone, RGB Curves, and LUT.
To enable the options in a section and make them editable, add a check in front of it.
To disable all options in a section instantly, unchecking the section.
Each section contains several new controls, including color wheels, vertical sliders, and a new curve editor, to help you fine-tune the color balance of your rendering that are grouped within a frame.
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The color wheel controls within the Exposure frame |
Within the color wheel, click-dragging the center control toward the edge to adjust the grading, increasing the tint and intensity. This slowed mouse movement is intentional, as it provides more granular control in a relatively small control field. Clicking a specific location instantly jump to that position.
The vertical slider to the right of the wheel is the main control. For example, dragging the Contrast main slider up would increase difference between the brighter and darker parts, sharpening the entire image; whereas dragging it down would decrease the difference, softening the entire image.
The fields below the color wheel display the color transforms made in the color wheel, representing the individual RGB and Luminance values.
Clicking , found next to the frame title, reverts all color wheel controls for that frame to their original default state.
The first time color grading options are used, it can take a while to compile.
The Primary frame offers color wheel controls to allow broad adjustments made to the overall image. This includes adjustments to the entire image's saturation, exposure, and offset.
The Saturation slider adjusts the intensity and vividness of the image colors. Increasing the saturation makes colors more vibrant, while decreasing it brings them closer to black, white, or gray.
The Pivot adjusts the contrast balance and location of the center point used for making changes. Use it to fine-tune your contrast adjustments. Increasing the pivot value, darkens the image, while decreasing it brightens it.
The Tone frame changes the image's color tone, helping to establish a mood or visual tone. Use the controls to color your blacks, shadows, midtones, highlights, and whites.
The S Contrast is a contrast curve. Use it to increase the image's contrast by darkening shadows and brightening highlights.
The Start and Width sets the range used for the contrast between the deepest blacks, modtones, and brightest whites. The higher the value, the larger the dynamic range.
The Pivot adjusts the contrast balance and location of the center point used for making changes. Use it to fine-tune your contrast adjustments. Increasing the pivot value, darkens the image, while decreasing it brightens it.
The histogram is purely based on the rendered image before any tonemapping or color correction. Its grading curves update as you move the camera around.
Along the top of the histogram are the following options:
Y for selecting luminance curve
R for selecting red curve
G for selecting green curve
B for selecting blue curve
for picking a color from the viewport and adding a new control point to the curve
for returning fields to their default values
Click the curve to add a new point and increase the contrast or pick a certain color and add a point to the graph that explicitly affects that range.
A LUT is a look up table that's used to tell VRED what color to make things. This can save a lot of time when color grading your content.
If rendering with HDR values, your LUT must work with logarithmic space and output to the same.
Available LUTs - Provides a list of LUT presets, as well as a custom LUT option.
Bay Cold LUT | Vintage LUT |
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Active LUT - Displays the current active LUT and provides options to open, import, save, update, or remove a LUT.
Log Space - Provides a list of logarithmic spaces to be applied to the LUT.
Weight - Sets the influence of the LUT on the overall color grading of the image. To apply full color grading to the LUT, enter 1. For none, enter 0.
For LUT workflows, see the following:
Chromatic Aberration
Use Chromatic Aberration to achieve cinematic camera effects that distort clean rendering and shift the look to something more emotional.
Video captions: Rendering is often perfect. Reality is not. To achieve more realistic and life-like rendering results in real time and offline we have a new addition to our list of visual effects called Chromatic Aberration. It is mimicking the effects caused by a camera’s lens in traditional filmmaking by adding distortion and splitting up color at the edges of objects. It's a subtle effect but something that adds greatly to the perceived realism of 3D experiences and renderings.
When light passes through a lens, it is separated into the different wavelengths. The variability in the reflective index of the lens for each wavelength results in each traveling at different speeds. This is apparent by the colors separating around the edges of an object. This effect is used a lot in video games to add an artistic effect and simulate the optical properties of a camera lens, creating a more photorealistic look. It is also used by some as a stylistic tool.
Use the following settings to customize the chromatic aberration effect.
Distortion - Sets the lens distortion coefficients for the chromatic aberration effect in X, Y, and Z.
Distortion Type - Sets the type of distortion applied. Choose from Barrel, which is based on the aspect ratio of the image, and Radial, which ignores the aspect ratio of the image and tries to use a round shape for the distortion.
Barrel Distortion | Radial Distortion |
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Edge Mode - Determines how edges are handled. If the edges don't contain an relevant information, try using the following:
Zoom - Zooms into the image to move undefined regions outside of the visible image.
Black - Sets the color outside the image to black.
Mirror Repeat - Mirrors and repeats the edge pixels of the image.
Clamp - Repeats the edge pixel of the image.
Strength - Determines the strength of the color aberration effect and distortion of the lenses. To increase the effect, increase the value. To reduce the effect, decrease the value.
Strength = 0.3 | Strength = 1 |
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Blur - Sets the amount of blurring between the color channels. To increase the effect, increase the value. To reduce the effect, decrease the value.
Blur = 0 | Blur = 1 |
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These are the current limitations you will find with Chromatic Aberration:
Film Grain
Use the Film Grain section to create a cinematic camera effect that distorts clean rendering and shifts it for a very emotional look. It simulates the noise of the camera and is more visible in darker areas, than light.
Luminance Amount - Sets the amount of luminance film grain.
Luminance Amount = 0.25 | Luminance Amount = 1 |
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Size - Sets the size of the grains.
Size = 2 | Size = 4.87 |
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Splotchiness - Sets the intensity of the splotches in the film grain.
Splotchiness = 0.5 | Splotchiness = 1 |
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Color Amount - Sets the amount of colored film grain.
Color Amount = 0.5 | Color Amount = 1 |
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Glow
This section contains glow parameters:
Glare
This section contains parameters for glare:
Enable - Enables/disables glare.
Threshold - Determines the threshold of the brightness of a pixel for where the glare effect sets in.
Size - Determines the size of the glare.
Intensity - Determines the brightness of the glare.
Distance and Height Fog
These two sections contain many of the same parameters for controlling either distance fog or height fog. To see how to use fog, see Working with Fog.
Use the Distance Fog parameters to define the characteristics of fog as it gets farther away. As it travels further into the scene, objects become less visible and the fog gets thicker, just like in real life. So, if you want your object to stand out against your background, this is an elegant way to achieve this.
Use the Height Fog to simulate effects like ground fog or fog at the top of high buildings. Like Distance fog, Height fog depends how far away things are and where they are inside the fog.
Things that are closer are move visible. As things get further away, the fog gets thicker.
When things are inside the fog, you won't notice a difference between Distance fog and Height Fog. Where you will notice a difference is where parts of objects can be outside the fog, unobscured, while others won't be and are obstructed.
Falloff - Describes how the fog changes in density as you travel deeper into a scene. There are two options:
Blending
VRED provides different modes of blending. By default, this will be off.
Mode - Sets the blending mode used during image processing.
Lens Flare
For how to use lens flares, see Working with Lens Flares.
Click here to watch the VRED 2019 Lens Flare video.