sounds like a  bug.  sounds like one is adjusting the mid point have
you tried using a color lookup node after then read node to try and
see ABOUT what the black mid and high difference is between the 2
choices?


Randy S. Little
http://www.rslittle.com




On Wed, Dec 21, 2011 at 01:35, Ron Ganbar <[email protected]> wrote:
> Hi all,
> you guys write faster than I read mail.
>
> There are two linear options in the gamma curve property of Nuke's Read node
> when decoding R3D, one is called Linear, and the other is called Half Float
> Linear. All the issues with 32bit float and 16bit half float and 16bit int
> are clear and obvious.
> What isn't clear is why when choosing Linear in the gamma curve we get a
> washed image and choosing linear half float we get a good looking image. As
> in choosing linear half float gives us a linear image (converted via the
> Viewer to sRGB) and choosing linear actually gives us an sRGB image or
> something. I just don't see why picking to encode the image as 32bit float
> or 16bit half float will change the actual gamma curve of it.
> Seems like a bug to me, or an unfortunate choice of terminology.
>
>
> Ron Ganbar
> email: [email protected]
> tel: +44 (0)7968 007 309 [UK]
>      +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
>
> On 21 December 2011 09:38, Randy Little <[email protected]> wrote:
>>
>> 18% grey isn't pushed to .18 .18=18% of 0-1 linear response.
>> 18%grey is what happens if you mix 50%black and 50%white and spin it
>> really fast.  You get a scene average reflectance of 18%.    The chips
>> aren't reordering more then 16bits INT.  the only reason you need/want
>> float is when you start playing with Curves you start remaping the
>> data and in this way you aren't going to lose anything.   For Ron's
>> issue my guess is that what he is getting is INT sRGB with the values
>> remapped and in nuke you are getting linear without any remapping of
>> values to fit under 1.0. THUS blacks aren't getting crushed in nuke
>> like they are in redcine.   ALL of these is pretty easy to solve with
>> a macbeth cart or a greyscale wedge.
>>
>> Randy S. Little
>> http://www.rslittle.com
>>
>>
>>
>>
>> On Tue, Dec 20, 2011 at 23:20, Simon Björk <[email protected]>
>> wrote:
>> > The term half float linear is a bit of a strange name for a gamma curve
>> > I
>> > must say, and it definitely causes a lot of confusion. In this case,
>> > from
>> > what I understand, half float linear is a linear curve where 18% grey is
>> > mapped to 0.18. This explains why bright values are pushed above
>> > 1.0. However, I'm not full understanding what's happening. If that was
>> > the
>> > only thing that's happening compared to (the old and don't use) linear
>> > option, I would think that you could match the two with a simple
>> > multiply.
>> > But you can't. Saturation/contrast is still way different between the
>> > two.
>> >
>> > Regarding RedCineX, in newer versions (last year or so) it allows you to
>> > export EXRs with values above 1.0. You don't have the half float linear
>> > option in there, but actually it doesn't matter what gamma setting you
>> > chose. If you render EXRs from RedCineX it will output linear EXRs with
>> > 18%
>> > grey pushed to 0.18.
>> >
>> > In my opinion the half float linear option in Nuke should be renamed to
>> > something else. Or just replace the current linear option (which is
>> > there
>> > for legacy reasons).
>> >
>> > /Simon
>> >
>> >
>> > 2011/12/20 Deke Kincaid <[email protected]>
>> >>
>> >> Either way the r3d reader set to linear will clamp at 1.0, set to half
>> >> linear float will go beyond 1.0.  I don't pretend to know what the red
>> >> sdk
>> >> is doing under the hood.  Half linear float option does not exist under
>> >> redcinex.
>> >>
>> >> -deke
>> >>
>> >>
>> >> On Tue, Dec 20, 2011 at 13:45, Randy Little <[email protected]>
>> >> wrote:
>> >>>
>> >>> 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 <[email protected]>
>> >>> 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: "[email protected]" <[email protected]>
>> >>> >
>> >>> > To: Nuke user discussion <[email protected]>
>> >>> > 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" <[email protected]>
>> >>> > To: "Nuke user discussion" <[email protected]>
>> >>> > 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 <[email protected]>
>> >>> > 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 <[email protected]>
>> >>> >
>> >>> > 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 <[email protected]> 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: [email protected]
>> >>> > 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 <[email protected]>
>> >>> > 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 <[email protected]> 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: [email protected]
>> >>> > tel: +44 (0)7968 007 309 [UK]
>> >>> >      +972 (0)54 255 9765 [Israel]
>> >>> > url: http://ronganbar.wordpress.com/
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], 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
>> >>> > [email protected]
>> >>> > www.stillerstudios.se
>> >>> >
>> >>> > find us:
>> >>> >
>> >>> >
>> >>> > http://www.eniro.se/query?search_word=stiller+studios&geo_area=liding%F6&what=all
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Nuke-users mailing list
>> >>> > [email protected], http://forums.thefoundry.co.uk/
>> >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>> _______________________________________________
>> >>> Nuke-users mailing list
>> >>> [email protected], http://forums.thefoundry.co.uk/
>> >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>
>> >>
>> >>
>> >> _______________________________________________
>> >> Nuke-users mailing list
>> >> [email protected], 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
>> > [email protected]
>> > www.stillerstudios.se
>> >
>> > find us:
>> >
>> > http://www.eniro.se/query?search_word=stiller+studios&geo_area=liding%F6&what=all
>> >
>> >
>> >
>> > _______________________________________________
>> > Nuke-users mailing list
>> > [email protected], http://forums.thefoundry.co.uk/
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> _______________________________________________
>> Nuke-users mailing list
>> [email protected], http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
> _______________________________________________
> Nuke-users mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
_______________________________________________
Nuke-users mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Reply via email to