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/
>
>
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