clamped to 1.0 or raw data mapped to values between 0-1.0 with 3 places of precision. But I am pretty sure the d/a in every camera is integer and mapping data into integer space for its raw file. http://www.rslittle.com
On Tue, Dec 20, 2011 at 13:37, Howard Jones <mrhowardjo...@yahoo.com> wrote: > 1.0 is half float/float even if not clamped ;) > for Ron's question (if I read it right) > > Half float or 16 bit float is a less accurate version of 32 bit float. > AFAIK The float being the floating point part of the number. you dont save > 123.45678 you save 12345678 with a bit(?) for the position of the floating > point. > The difference between 16bit (half float) and 32 bit (float) is that with > 16bit the length of that number gets truncated at a lesser degree of > accuracy compared to 32bit. > You could have 10 or 8bit float if you wanted, just not much point for what > we do. Similarly you could have 32bit non-float if you really wanted, but > again no point in our game afaic - as far as I care ;) > > Linear is linear, but again you could put any gamma or other curve in there > if you wanted. > > http://en.wikipedia.org/wiki/Half-precision_floating-point_format > > Howard > > ________________________________ > From: "randyslit...@gmail.com" <randyslit...@gmail.com> > > To: Nuke user discussion <nuke-users@support.thefoundry.co.uk> > Sent: Tuesday, 20 December 2011, 20:24 > Subject: Re: [Nuke-users] Redcine-X VS Nuke > > 1.0 is half float if it encoded half float and clamp to 1.0 > > Sent from myTouch 4G > > ----- Reply message ----- > From: "Deke Kincaid" <dekekinc...@gmail.com> > To: "Nuke user discussion" <nuke-users@support.thefoundry.co.uk> > Subject: [Nuke-users] Redcine-X VS Nuke > Date: Tue, Dec 20, 2011 12:13 > > > Last I knew RedcineX only outputs EXR to "linear" which caps out at 1.0, not > half linear float. > > -deke > > On Tue, Dec 20, 2011 at 04:29, Simon Björk <si...@stillerstudios.se> wrote: > > I might be misunderstanding you, but why the srgb2lin conversion? RedcineX > only outputs linear exrs so as far as I know you shouldn't use any > colorspace convertions in Nuke if you chose that path. You can test this if > you try different gamma curves in RedcineX and render to EXR. They should > all look identical. > > Regarding my earlier post about half float linear gamma setting in Nuke > should match a rendered exr from RedcineX, I just tested this and it doesn't > seem to work. I'm pretty sure this worked earlier, but I might be wrong. The > "linear gamma curve" in Nukes R3D importer is an old one and shouldn't be > used. Not sure why it's still there. > > This whole R3D in other applications often causes problems. Same in After > Effects. I find that the most reliable solution (still unreliable) is to > output from RedcineX. > > /Simon > > > > 2011/12/20 Deke Kincaid <dekekinc...@gmail.com> > > I forgot to mention that It all depends what file format your outputting. If > your outputting to dpx or tiff then set the decode colorspace/gamma curve > the same as RedcineX but in the write node set the colorspace to "linear". > While working with the R3d though, the viewer will look different from > RedcineX unless you set it to linear. After reading back in the dpx/tiff, > then you can set the viewer back to srgb and it will look correct. > > If your outputting to Exr from RedcineX then you need add a colorspace node > with in:sRGB and out:Linear (Read node settings all should match RedcineX). > While this is technically incorrect but it will give you the equivalent of > burning the grade into the EXR. > > People here are mentioning using Half Linear Float which does properly > linearize the curve form the chip when going to EXR. You would need to > extract a lut between the linear R3d and your director's color to use as a > viewer lut and use that in the write node. > > -deke > > > On Tue, Dec 20, 2011 at 00:15, Ron Ganbar <ron...@gmail.com> wrote: > > Thanks for this Deke. > The settings are all the same, but looking at the Nuke Viewer set to sRGB, I > see a very washed out image - what I would normally consider a Cineon > looking image. Looking at the Redcine-X viewer it looks correct. > Any ideas? > > > Ron Ganbar > email: ron...@gmail.com > tel: +44 (0)7968 007 309 [UK] > +972 (0)54 255 9765 [Israel] > url: http://ronganbar.wordpress.com/ > > > > On 20 December 2011 09:48, Deke Kincaid <dekekinc...@gmail.com> wrote: > > First, try hitting the "Metadata" button in the read node. That should make > it grab the right color settings. If not you can match the same settings in > Nuke as the one he has in RedcineX (they should all be named the same). > > Also make sure your using Nuke 6.3v5 because it includes RedGamma2 and > RedColor2 which is missing from versions before that (older SDK). > > -deke > > On Mon, Dec 19, 2011 at 23:34, Ron Ganbar <ron...@gmail.com> wrote: > > Hi all, > I don't have a lot of experience with converting R3D files, but I so far did > it with Nuke and was pretty happy with the result. > However, a director, who is technically minded, just told me that when he > takes something into Redcine-X and without changing the color at all he gets > something he likes. I did the same thing, and indeed the image looks nice. > When I do the same thing in Nuke I get a very washed image. What's the > output colorspace of the Nuke R3D read node? How can I get the same kind of > output from Nuke's Read node to Redcine-X's output? > > Thanks, > Ron Ganbar > email: ron...@gmail.com > tel: +44 (0)7968 007 309 [UK] > +972 (0)54 255 9765 [Israel] > url: http://ronganbar.wordpress.com/ > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > > -- > -------------------------------- > Stiller Studios > Lidingö/Sweden > > Simon Björk > Stiller Studios > +46 (0)8 555 23 560 > Ekholmsnäsvägen 40, S-181 41 Lidingö > si...@stillerstudios.se > www.stillerstudios.se > > find us: > http://www.eniro.se/query?search_word=stiller+studios&geo_area=liding%F6&what=all > > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users