23:01 | Rebelj12a | Sorry for the lab bot spam. Getting the ideas simply out helps free up my mind of thoughts.
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23:01 | Rebelj12a | Alot of them dont have examples yet, im working on it.
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23:13 | Rebelj12a | Clarification on the port
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23:14 | Rebelj12a | Sorry clarification for the port included in the Lab
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00:20 | comradekingu | Rebelj12a: you can change the title afterwards. "OSArduino FF" i didnt understand
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00:26 | comradekingu | aombk: Maybe the cheapest bmcc has a small sensor / people cant afford extreme aperture lenses/ or lighting equipment, or they just leave the whitebalance at default
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00:27 | comradekingu | Or it could be some sort of colour range issue, or encoding/transcoding issue, since most films i tend to see of it is presented online in one form or the other
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00:28 | comradekingu | If it just looked natural people wouldnt notice, which is a sociological trait, you pay more attention to the cases where it was odd, enhanced by the urge of filmmakers to try and make it look like only a movie could
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00:32 | comradekingu | But yes, i think the bmcc is good at making amateur film look amateur, which is a good thing in many ways
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00:43 | Bertl | off to bed now ... have a good one everyone!
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06:23 | Bertl | morning folks!
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07:13 | Bertl | off for now ... bbl
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12:29 | aombk | thats nice
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12:29 | aombk | open sauce
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13:09 | lab-bot | sebastian closed T40: Mexico City TAG Festival Flyer as "Resolved". http://lab.apertus.org/T40
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14:49 | troy_s | Morns.
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15:13 | Bertl_oO | changed nick to: Bertl
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15:13 | Bertl | back now ...
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15:24 | Bertl | welcome MikeA!
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15:36 | Bertl | cya MikeA!
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16:26 | intracube | hello
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16:26 | Bertl | hey
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16:26 | intracube | hi Bertl :)
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16:27 | intracube | have there been any further tests on the CMV12000 HDR mode?
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16:27 | Bertl | AFAIK, not yet
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16:27 | intracube | ah. I was wondering how far it can be pushed.
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16:28 | intracube | like fairly linear for shadows and mid-tones, but an extreme slope to capture highlights
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16:28 | intracube | like lamp filaments, etc
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16:28 | Bertl | it's always linear (piecewise linear :)
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16:29 | Bertl | but I get what you mean
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16:29 | intracube | well, the uppermost piecewise linear slope! :P
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16:29 | intracube | would allow for some great options in post
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16:29 | intracube | like do decent physically correct lens flares
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16:49 | troy_s | intracube: Log curve. :)
| 16:49 | intracube | waits for Bertl to disagree :P
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16:50 | troy_s | intracube: Pretty sure Bertl will agree that the most ideal PLS mode is a log-approximation.
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16:50 | troy_s | intracube: It makes exposure a little more fussy, but it is also precisely why the existing high-end cameras record to log.
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16:51 | troy_s | intracube: Not sure your comment about lens-flares though.
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16:52 | intracube | troy_s: what about flares?
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16:53 | troy_s | intracube: Your comment about physically correct flares.
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16:53 | intracube | oh, meaning in post you'll have access to a wider dynamic range compared to if it was recorded fully linear
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16:54 | intracube | so any soft-focus/flare effect will be more proportional to the light intensities in the original scene
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16:54 | troy_s | "fully linear" makes very little sense with current technology levels in cameras.
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16:54 | troy_s | (Some day it will make great sense. Just not today.)
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16:55 | troy_s | And you still have a large contingent of bumblefsckery that is trapped in display referred imaging apps thinking it is the only way.
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16:55 | intracube | if the highlights are clipped, there's no way to distinguish between something bright vs uber-bright in post
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16:55 | troy_s | There's no way to do that with PLS either.
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16:55 | troy_s | A typical light will blow out still because the ratios are vast.
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16:55 | intracube | which I think is why flares done in post on 8bit camcorder footage usually look poor
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16:56 | troy_s | You almost always have to dim down an exposed blub on a set.
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16:56 | intracube | troy_s: right, but there will be -more- range than otherwise
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16:56 | troy_s | Well it is, but that is because most folks haven't a clue what they are doing.
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16:56 | troy_s | You can do a luminance key to yank values and log them up to relative ranges.
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16:57 | troy_s | The main issue that flares look like crap by and large (and any other photometric thing like fire) is because people _really_ have no clue about the differences betwene display referred and scene referred imaging.
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16:57 | troy_s | Really _no clue_. Nor why it is important.
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16:57 | troy_s | Have a look at a typical fire comp and you get an idea pretty damn quick.
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16:58 | troy_s | The way a flare interacts with the existing image is very similar to the way that fire adds.
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16:58 | intracube | but my original point still stands, right?
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16:58 | troy_s | In particular, the values have got to be composed in a scene-linear format, and you can't use a blind clip on the view transform.
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16:59 | troy_s | Your point certainly leans toward an awareness of higher dynamic range and why it is important, but it sort of only solves a small puzzle piece in the equation.
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16:59 | troy_s | As in, I could assure you that a 20 stop PLS curve will still result in crap work if artists are happily churning away on AE.
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16:59 | troy_s | Because it _really_ is a massive mental leap apparently to flip between the two models.
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17:00 | troy_s | (and even when you do flip to it for imaging, controlling that transform back to display referred land is rather important for that roll-off you were speaking of.)
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17:00 | troy_s | (that's not quite as dead-straight forward)
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17:00 | intracube | wouldn't you just have an inverse transform to turn the PLS curve to as close to linear as possible
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17:00 | troy_s | That gets you into a working space for certain.
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17:01 | intracube | then in blender's comp (for example) apply whatever flare effect you want, then finally grade to taste
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17:01 | troy_s | That gives you linearized values in a scene-ish sort of format. As in zero to infinity.
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17:01 | intracube | right
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17:01 | troy_s | But the problem is that you are in a working space that is scene referred and that means that _black and white are creative choices_
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17:01 | troy_s | So you have an issue here... in particular two issues:
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17:01 | troy_s | A) What value the artist chooses to set for black and what value for white. This is sort of the clip zone, with rolloffs above and below respectively.
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17:02 | troy_s | B) How you are going to deal with the roll off to display referred white.
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17:02 | intracube | of course. but it should give better results than shooting in 'normal' profile on a consumer 8bit DLSR and trying to add a flare in sRGB gamma 2.2 space
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17:02 | troy_s | B is subtle and more nuanced.
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17:02 | troy_s | sRGB is junk agree.
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17:02 | troy_s | You can see why B is a complex issue?
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17:02 | troy_s | Take for example, scene linear values of something like say... a really ridiculously sun lit house that is green.
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17:02 | intracube | B is an artistic choice
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17:02 | troy_s | (Keeping this example stupidly faked)
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17:03 | intracube | (what happens close to clipping point in display referred land)
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17:03 | troy_s | Let's pretend that our scene data has a hot spot value that we swatch at say RGB values of 21 103 35
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17:03 | troy_s | As in
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17:03 | troy_s | 21.8 103.712 35.1932
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17:03 | troy_s | Okie?
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17:04 | intracube | yes
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17:04 | troy_s | Now let's say intracube the grader decides that he wants his white clip to live at something around say.... 35.
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17:04 | troy_s | So our white point is now 35 for our transform back to display referred land. That is, 35.0 we scale to 1.0 display referred.
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17:04 | troy_s | The 103 is a unique problem...
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17:05 | troy_s | Because our transition to white is a hard clip.
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17:05 | troy_s | where we might want a roll off
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17:05 | intracube | you'd scale the whole range (some simple exposure setting) down to fit
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17:05 | troy_s | Not always.
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17:05 | intracube | then apply non-linear curve (artistic choice)
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17:05 | troy_s | You might want that 35 level to be blooming to white
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17:05 | troy_s | as in a typical film bloom
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17:05 | troy_s | which is actually a very unique intensity transform
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17:06 | troy_s | Something like "keep values at their value up to display referred 0.9
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17:06 | troy_s | but as we get above that 0.9
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17:06 | troy_s | we actually want _all_ the wells to saturate
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17:06 | troy_s | that is
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17:07 | troy_s | If we pretend we shot that green barn on film... and let's pretend it is a mythical narrow band green... the value that perfectly saturates the G register in digital.
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17:07 | troy_s | In film. if that barn were _ridiculously_ hot, the film would burn out to white.
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17:07 | troy_s | Which is _not_ what you get with a hard digital clip, curves or otherwise.
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17:07 | troy_s | So what you really are asking for is a 3D LUT, where the values remain 1:1 at to say, 0.9
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17:07 | troy_s | but when green steps over 0.9 to 0.91 perhaps, then we want to also rapidly bring up blue and red.
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17:08 | troy_s | Otherwise, no matter _how_ hot something is, it will never blow out.
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17:08 | troy_s | You can demo this very easily in Blender by creating a fully saturated R G or B face or use a neutral white and use a fully saturated R G or B light
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17:08 | troy_s | and watch how the default blind sRGB transform works.
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17:08 | intracube | troy_s: of course. this is something that a grader/colourist would do instinctively
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17:08 | troy_s | The _only_ way you get a 'blow out to white' is if it is non-fully-saturated.
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17:09 | troy_s | Not really.
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17:09 | troy_s | It's a rather nuanced detail, and given that many folks likely don't see the issue, the chances they will try to emulate a more correct LUT is low.
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17:10 | troy_s | (most folks around Blender for example, think the default LUT is "blowing out" values above the display referred land. This is not the case. It just happens that very hot intensities happen to push even moderately saturated R G B to clip.)
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17:10 | intracube | isn't this just 'coping with highlight rolloff 101'??
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17:10 | troy_s | Not really.
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17:10 | troy_s | It's a very nuanced view of that issue.
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17:10 | troy_s | Highlight rolloff is one thing.
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17:11 | troy_s | But not seeing a clear and unique transform between scene referred and display referred is the real issue.
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17:11 | troy_s | Where display referred one can almost always assume (except for intermediate protocols like broadcast YCbCr with scale and offsets) that display referred 0 and 1 are black and white respectively.
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17:11 | intracube | idk, managing how the 3 channels approach white should be well understood
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17:12 | troy_s | Except many folks screw around in half assed display referred models.
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17:12 | troy_s | Which obfuscates the real transform.
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17:12 | troy_s | And you certainly can't just do uniform curves
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17:12 | troy_s | at all.
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17:12 | troy_s | because that would completely squonk your looks.
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17:13 | intracube | troy_s: isn't this what you're basically describing: https://lh4.googleusercontent.com/-jkqLEuzpcBM/VFPQzlXNUVI/AAAAAAAAA7I/ilEikxAX8vA/w1039-h696-no/sun_highlights.png
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17:13 | troy_s | Except more pronounced.
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17:13 | troy_s | As in the object is more saturated along a single channel.
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17:14 | troy_s | It makes the issue much more complex.
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17:14 | troy_s | (Which can be carpet bombed with a good 3D LUT)
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17:14 | intracube | oh ok
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17:14 | troy_s | You can clearly see the issue if you think of a whacked channel.
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17:14 | intracube | yep
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17:14 | troy_s | like the 20 100 30
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17:14 | troy_s | Not the most easy thing to deal with curves
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17:14 | troy_s | At all.
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17:15 | troy_s | You need sort of a converging film-ish 3D LUT (and it must be 3D because the single channel must slide the other channels)
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17:15 | intracube | yes, it needs something other than RGB curve adjustment for sure
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17:15 | troy_s | You _could_ probably manually mangle the crap out of curves per shot
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17:15 | troy_s | but I would think this is unmanageable after a few shots.
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17:22 | troy_s | intracube: I just emailed a buddy on a tool to generate those sorts of LUTs.
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17:26 | troy_s | Not sure an easy one exists really. I mean we could always load a Gragner Rainbow, manipulate, then generate the 3D LUT off of it.
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17:52 | troy_s | intracube: Did you know that the 7D can record raw now offspeed via ML?
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17:55 | Bertl | offspeed means?
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17:55 | intracube | ^ +1 offspeed?
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17:56 | intracube | and nope, but I don't have canon dlsrs
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17:56 | intracube | when is ML going to hack Nikon FW?
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17:57 | intracube | but recent nikons can record clean/raw over HDMI
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17:57 | Bertl | sure about that?
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17:58 | Bertl | because raw usually involves more than 8 bit :)
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17:59 | intracube | Bertl: I mean uncompressed, not pre-debayered
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18:00 | Bertl | still probably useless with 8 bit depth, no?
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18:00 | intracube | no
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18:02 | intracube | the h.264 encoder in my D610 isn't too bad
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18:02 | intracube | but HDMI to an Atomos is obviously going to be much better
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18:03 | intracube | Bertl: it's not broadcast quality, true. but then most TV broadcasts aren't broadcast quality these days :P
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18:03 | intracube | the BBC don't transmit 'HD' at all (by their own internal definition)
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18:04 | troy_s | Bertl: 14 bit
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18:05 | troy_s | Bertl: On the 7D.
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18:05 | intracube | and offspeed means?
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18:05 | Bertl | troy_s: yeah, but unlikely via HDMI
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18:09 | troy_s | Offspeed = != 24/25FPS
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18:09 | troy_s | so 2.5x for 60
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18:12 | Bertl | ah, so probably slower then
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18:12 | intracube | troy_s: do you mean native 60fps?
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18:14 | troy_s | Yes
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18:14 | troy_s | With aspect ratio native 2.67:1
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18:14 | troy_s | Rather awesome really.
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18:14 | intracube | 2.67:1? eww!
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18:14 | intracube | ;)
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18:14 | troy_s | Figure why waste pixels really
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18:15 | troy_s | Unless you need overscan for some vfx.
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18:15 | troy_s | but it has some fine granularity actually
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18:15 | intracube | or you prefer tall-screen format
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18:16 | troy_s | alexML_: Ping.
| 18:16 | intracube | thinks academy/silent aperture is hugely underrated
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18:17 | troy_s | How come?
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18:17 | troy_s | Academy aperture is lovely.
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18:17 | intracube | troy_s: because for the last 10-15 years widescreen has been pushed hugely
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18:18 | intracube | by tv manufacturers, particularly
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18:19 | troy_s | More 21:9 displays out there now than there ever has been.
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18:19 | intracube | ask most people on the street and they'll probably say that 16:9/2.39:1 are inherently 'wider'
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18:20 | intracube | 'same height as 4:3 but more at the sides' - so wrong
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18:21 | intracube | personally, I like all the common formats. depending on film, genre, whatever
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18:24 | intracube | troy_s: 21:9 is still quite niche
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18:28 | troy_s | What do you mean they will say wider?
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18:28 | troy_s | 21:9 is wider. So I'm a little confused as to your meaning (I know you know what you mean, but I just lost the message)
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18:29 | intracube | 21:9 is wider than what?
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18:29 | troy_s | Than 16:9
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18:29 | intracube | a ratio is a ratio, no actual height or width involved
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18:29 | troy_s | Erm.
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18:29 | intracube | just conventions
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18:29 | intracube | you could argue 16:9 is wider than 12:9 (4:3)
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18:29 | troy_s | I'll still say that when we refer to 21:9, we can easily say that it will be wider than the 16:9
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18:30 | troy_s | because of the implied X
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18:30 | intracube | or that 16:12 (4:3) is taller than 16:9
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18:30 | troy_s | as in 21:9(x) is wider than 16:9(x)
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18:30 | troy_s | Fair point?
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18:30 | troy_s | 10 seconds... 200 megs!
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18:30 | troy_s | Yikes. Going to need to buy a shitload more CF cards.
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18:30 | intracube | common height is an assumption
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18:31 | troy_s | Well even with common height, I still don't understand.
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18:31 | intracube | try common width
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18:31 | troy_s | 21:9(h) is still wider than 16:9(h)
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18:31 | troy_s | Hrm.
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18:31 | troy_s | Except that even when discussing BluRay etc.
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18:31 | troy_s | It isn't the case.
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18:31 | intracube | 16:9 vs 16:12
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18:32 | troy_s | as there is a squish in there to gain quality
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18:32 | troy_s | (on 99% of modern titles)
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18:32 | intracube | troy_s: blu-ray is a poor format. 16:9 all the way. no proper provision for 2.39 or 1.33
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18:32 | intracube | other than hard letter/pillarboxing
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18:32 | intracube | = wasted pixels
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18:33 | intracube | even DVD was aspect switchable
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18:33 | troy_s | No wasteds.
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18:33 | troy_s | Enhanced == non squares.
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18:33 | intracube | afaik blu-rays PAR is always 1:1
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18:33 | troy_s | I have several that are enhanced.
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18:34 | intracube | blu ray??
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18:34 | troy_s | Not sure if there are more than say, 1.33
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18:34 | troy_s | Yes
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18:34 | troy_s | Not entirely sure the nuances. Was quite familiar with the 1.33 to 16:9 enhanced.
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18:34 | troy_s | But no real clue on Blu-Ray.
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18:35 | intracube | can you remember what they are?
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18:35 | troy_s | I think there is even a push for 21:9 enhanced
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18:35 | troy_s | But I might be wrong
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18:35 | troy_s | (Pretty sure it isn't there yet)
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18:35 | troy_s | Into the Void maybe?
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18:37 | intracube | troy_s: let me know if you find any more info about that
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18:38 | troy_s | intracube: Sure. I'm sure Google is wiser than I though.
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18:38 | intracube | I thought BR-Video was always 16:9 for HD, but had provision for either 4:3/16:9 SD
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18:38 | troy_s | Not entirely sure.
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18:38 | troy_s | And "enhanced" could very well be bunko crap
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18:38 | troy_s | (As compared to DVDs which had an explicit meaning at one point)
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18:39 | intracube | right. DVD 'enhanced widescreen' usually meant anamorphic rather than hard letterboxed
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18:39 | intracube | troy_s: the HDMI spec would answer this
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18:40 | troy_s | Where is Andrew Baldwin
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18:40 | troy_s | He should skulk in here dammit.
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18:40 | intracube | if there's provision for 2.39:1 signalling to the TV/display
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18:40 | troy_s | ???
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18:40 | troy_s | Why?
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18:40 | troy_s | I'm sure there is, but why would it answer it?
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18:40 | intracube | if not, then no way for the BR player to tell the TV to adjust the image
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18:42 | troy_s | Oh. I am certain 21:9 isn't there because there is a movement to add it, but I'm not entirely sure that some don't have some form of squeeze.
| 18:42 | intracube | can't see how that would work
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18:42 | troy_s | Only know I have an enhanced (or a couple) of BRs.
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18:42 | troy_s | Huh?
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18:42 | intracube | is likely marketing guff :P
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18:42 | troy_s | How a 21:9 squeeze would work?
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18:42 | troy_s | Pretty simple really.
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18:44 | troy_s | g3gg0: Do you have Andrew's email?
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18:45 | intracube | and hi bassam / slikdigit / Blenderer :)
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18:48 | troy_s | WHOLLY CRAP
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18:48 | troy_s | alexML_ / g3gg0 I am blown away. It has been so long since I futzed with ML but 60 fps raw on my older 7D is ...
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18:48 | troy_s | I'm blown away.
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18:52 | slikdigit | heya intracube :)
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18:54 | slikdigit | troy_s, I think I'm actually contemplating reading CIE publications....
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18:54 | troy_s | slikdigit: OMFG
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18:54 | troy_s | slikdigit: May I ask why?
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18:54 | slikdigit | well
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18:54 | troy_s | I'll say first and outright, CIE stuffs is sort of level three.
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18:54 | slikdigit | most of the 'for artists' stuff that's written on the topic rehashes stuff I already know or found out "the hard way"
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18:54 | troy_s | I'd suggest solidifying your second level first, because much of the CIE stuff really needs a good carpet bombing of basis.
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18:55 | troy_s | What in particular?
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18:55 | slikdigit | I'm interested in the math
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18:55 | troy_s | (I'm asking because frankly, if much of that is already known, I'd need to change my leaning toward middle on.)
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18:55 | troy_s | What part of the math?
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18:55 | slikdigit | I did find some stuff online about converting between XYZ and RGB primaries for instance
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18:55 | troy_s | To be brutally honest, if you can wrap your head around the following two sets of general knowledge, the rest is dead simple.
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18:56 | troy_s | 1) The difference between scene referred data and display referred.
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18:56 | slikdigit | so there's a fair bit I'm going to read before then. I'm dreading the cie stuff because I think it'll be really dry
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18:56 | troy_s | 2) That primary lights for RGB are different per space.
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18:56 | troy_s | I have a few tomes you might want to peruse.
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18:56 | slikdigit | oh cool
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18:56 | troy_s | It generally is quite dry
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18:56 | troy_s | but the math is pretty simple
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18:57 | troy_s | That is, _any_ tri color space can be changed from one to the other via a simple 3x3 matrix
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18:57 | troy_s | That part is clear I assume?
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18:57 | slikdigit | 1) I don't get yet (terminology lapse), but 2) I do
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18:57 | troy_s | (Tri-color spaces include XYZ)
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18:57 | aombk | time is not moving as fast as i would like
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18:57 | aombk | towards the beta
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18:57 | slikdigit | XYZ is kinda cool
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18:57 | troy_s | So... for example... if we look at Lindbloom's D65 sRGB to XYZ transform
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18:57 | troy_s | It is:
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18:57 | aombk | Bertl, is there something i can do?
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18:58 | slikdigit | I wonder if renderers should start using it internally (or if some already do)
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18:58 | troy_s | 0.4124564 0.3575761 0.1804375
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18:58 | troy_s | 0.2126729 0.7151522 0.0721750
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18:58 | troy_s | 0.0193339 0.1191920 0.9503041
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18:58 | troy_s | I'll explain that in a second.
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18:58 | troy_s | There's an interesting nuance you probably aren't aware of
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18:58 | troy_s | that will blow your mind
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18:58 | troy_s | (I assure you)
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18:58 | Bertl | aombk: there is a lot of stuff which needs to be done
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18:58 | troy_s | See that 3x3 matrix?
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18:58 | troy_s | That's the default D65 sRGB to XYZ transform. (Which also means it is totally wrong for _any_ ICC based workflow)
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18:59 | troy_s | That will take RGB and transform it to XYZ. But there's some very interesting stuff in there slikdigit.
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18:59 | troy_s | See the MIDDLE row?
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18:59 | troy_s | Does that look familiar at all to you?
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18:59 | Bertl | aombk: currently most work needs to be done on designing the PCBs
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18:59 | troy_s | slikdigit: http://en.wikipedia.org/wiki/Rec._709#Luma_coefficients
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18:59 | aombk | ok then i better not speed up time
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19:00 | troy_s | slikdigit: See the overlap?
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19:00 | aombk | oh slikdigit, hi!
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19:00 | Bertl | aombk: but a lot of other stuff needs to be prepared, see the lab
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19:01 | slikdigit | hia aombk
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19:02 | se6astian|away | changed nick to: se6astian
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19:02 | slikdigit | troy_s, cool stuff, and I hadn't seen that wiki page before, silly me
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19:02 | Bertl | aombk: and slikdigit needs some cosntant motivation to work on the Beta system image :) maybe help him with some music?
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19:02 | troy_s | slikdigit: Do you see what I am getting at yet?
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19:02 | se6astian | good evening
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19:03 | Bertl | evening se6astian!
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19:03 | troy_s | That middle row is the luminance coefficients for sRGB / 709 (sRGB and 709 have identical primary lights so the transform is identical as is the gamut)
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19:03 | troy_s | What you see in that matrix is actaully the XYZ positions.
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19:03 | troy_s | In columnar format.
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19:04 | troy_s | So Red's XYZ is 0.4124564, 0.2126729, and 0.0193339
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19:04 | troy_s | Luminance (the middle row) sums to 1.0 because... CIE standard observer model (and the eyeball thanks to the pupil) is display/output referred.
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19:04 | troy_s | (display/device/output referred are all synonymous - values have 'special' meaning at 0 and 1.0, that is there is a minimum and a maximum)
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19:04 | aombk | Bertl, im trying to but he doesnt like it
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19:04 | slikdigit | oh neat, yeah, makes sense; but I don't know yet what display vs. scene referred means
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19:05 | troy_s | slikdigit: Think of the easiest litmus test: IF your model has a special meaning to 1.0 (such as white) THEN you are using a display / device / output referred model.
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19:05 | troy_s | slikdigit: IF your model has no special meaning to 1.0, THEN you are likely using a scene referred model.
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19:05 | Bertl | aombk, slikdigit: sorry, I mean skinkie_ (auto completion failure)
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19:06 | slikdigit | Bertl, ahah! I was a bit confused there
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19:06 | troy_s | slikdigit: This is _even_ easier to explain to someone familiar with 3D because you can emulate it very quickly. Drop four point lights in front of a cube and use a raytracer. Sample the values.
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19:06 | aombk | Bertl, and i am not yet able to browse in the lab and understand whats what. i know i have to watch the whole lab perentation video
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19:07 | Bertl | learn it, motivate folks to use it properly (same goes for the wiki) and you're already helping out a lot
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19:07 | Bertl | wb dmjnova!
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19:08 | dmjnova | hi Bertl
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19:08 | troy_s | slikdigit: If you try that you will see values like 13 or even 100 or more.
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19:09 | troy_s | slikdigit: An internal raytracer is scene referred, and the values extend from zero to infinity representing the scene, and obviously all radiometrically correct (aka linear model)
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19:09 | troy_s | slikdigit: sense?
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19:10 | slikdigit | right, so I'm guessing that's scene referred values since you can't actually display it
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19:10 | troy_s | Yep. And that's the part so many around many parts fail to get.
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19:10 | troy_s | The transform from scene referred to display referred is a creative choice.
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19:10 | troy_s | That 'how' and 'why' you choose to do something.
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19:11 | troy_s | Black and white are given meaning in display referred, and they don't exist in scene referred.
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19:11 | troy_s | There is just a minimum and maximum, which isn't always your black and white point.
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19:11 | troy_s | In Blender for example, if you flip open the color management panel in properties, you can turn on "Use Curves" and map that point light setting
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19:11 | troy_s | Such that the HDR ranges are rolled into range.
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19:12 | slikdigit | right, that pretty much matches what blender does
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19:12 | troy_s | The default in Blender (and Nuke etc.) is a rather blind and ignorant sRGB transform, which is _not_ a suitable transform.
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19:12 | troy_s | Most colorists add a step in there before worrying about sRGB
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19:12 | troy_s | scene -> a log variant -> output
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19:12 | troy_s | the log is sort of a base entry point for grading
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19:13 | troy_s | because it takes scene referred values (zero to infinity) and maps them into display referred values generally (0..1)
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19:13 | troy_s | and applies a rough curve
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19:13 | slikdigit | and you don't 'really' care what the curve is because you're going to tweak the look anyway
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19:13 | troy_s | if your scene extends rather high into values, the log will stuff those down lower, so some tweaking may be needed to find the middle grey exposure.
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19:13 | troy_s | Exactly.
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19:13 | troy_s | And _all_ of that creative stuff
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19:13 | troy_s | Should be done on the view / display transform, NOT the data.
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19:14 | troy_s | You only bake to the data when you are outputting generally.
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19:14 | troy_s | This has a bunch of upside.
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19:14 | troy_s | For example, say you are doing a grade in WfE
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19:14 | troy_s | and you have several shots that are similar
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19:14 | troy_s | maybe 20
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19:14 | troy_s | grading them all is a royal pain in the ass if you have to manually get yourself in order.
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19:14 | slikdigit | but.... I'm guessing you *should* be able to apply a single different transform to get an equivelent (depending on the characteristics of the displays) look on other displays (like a film print vs. computer monitor)
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19:14 | troy_s | What you _could_ do to make it easier is grade a single shot that represents most of the shots in a similar context as an entry.
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19:15 | troy_s | Yep.
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19:15 | troy_s | If you grade a frame of WfE, you could A) use the CDL and apply it to all the shots (this too should be stored in a file generally referred to as LUTs but might not be a LUT per-se)
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19:15 | troy_s | B) Use more sophisticated primary and secondary and bending transforms
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19:16 | aombk | maybe i should make the apertus anthem or the beta theme or something :P
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19:16 | troy_s | In the case of B, you can take your node setup, and use an RGB image with all possible colors in it, or slightly less, and do a 'before' and 'after' image.
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19:16 | troy_s | From those two images, you can generate a complex 3D LUT, which can be slapped onto your other 30 shots
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19:16 | troy_s | as an entry point.
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19:17 | slikdigit | interesting
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19:17 | slikdigit | kinda wish I made to siggraph this year
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19:17 | slikdigit | we could have had a fun talk/demo
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19:17 | troy_s | slikdigit: Oh it would have been a blast.
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19:17 | troy_s | I was _really_ pissed when I missed the last one here (was on some nightmare)
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19:17 | se6astian | btw we are the most funded project in austria on indiegogo: https://www.indiegogo.com/explore?filter_browse_balance=true&filter_country=CTRY_AT&filter_quick=most_funded
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19:18 | troy_s | slikdigit: Looking for something for you
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19:18 | troy_s | slikdigit: Jeremy used that exact system I just described to generate the ACES transforms a while back
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19:18 | se6astian | by a small margin of 123,986 € :)
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19:19 | troy_s | slikdigit: Once you wrap your head around the stuff, you can sort of see why I was keen on getting more correct grading structure in place in B.
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19:19 | slikdigit | yeah
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19:20 | slikdigit | brb
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19:20 | baldand | troy_s: ping
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19:20 | troy_s | Bertl: Woop.
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19:20 | troy_s | damn
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19:20 | troy_s | baldand: Woop.
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19:20 | troy_s | baldand: Great to see you here. Had no clue you skulked
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19:20 | troy_s | baldand: Amazing work on the ML Raw Viewer
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19:21 | troy_s | REALLY amazing.
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19:21 | baldand | troy_s: thanks
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19:21 | troy_s | baldand: I was hoping I might be able to twist your arm to integrate two libraries that will make your world a hell of a lot easier.
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19:21 | troy_s | baldand: In particular, OCIO
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19:21 | troy_s | baldand: So that we can use the plethora of LUTs and matrix transforms out there.
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19:21 | troy_s | baldand: But to a certain degree, OIIO as well, so that we can dump to DPX / EXR etc.
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19:22 | troy_s | baldand: Familiar with those two libs (They have python bindings as well)
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19:22 | baldand | troy_s: I'm not against if it can be done with good performance. Would be easier to get code contributions though. My dev time is limited
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19:23 | troy_s | baldand: It has GPU previews, with CPU for higher grade.
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19:23 | troy_s | (namely tetrahedral interpolation on 3D LUTs.)
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19:23 | baldand | troy_s: I've been trying to keep as much as possible on GPU, AMaZE being the ain exception
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19:23 | baldand | main..
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19:24 | troy_s | baldand: GPU is great for previews, sucks for quality generally.
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19:24 | troy_s | (as many of the higher quality interpolations aren't available)
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19:24 | troy_s | But you can flip back and forth via OCIO painlessly.
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19:24 | troy_s | (No code overhead)
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19:26 | baldand | troy_s: the thing is, GPUs just have way more performance than CPUs
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19:27 | troy_s | Sure. But they have always had tradeoffs.
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19:27 | troy_s | Not everyone cares about performance, and doubly so when it comes to material that needs to be effected etc.
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19:27 | troy_s | For an offline? Absolutely (as with any playback)
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19:28 | troy_s | but an online? You want the highest grade no matter what the performance cost. Especially given you are only conforming / going to archival once.
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19:28 | troy_s | slikdigit: Damn. Can't find that link. It's a pretty easy node setup to rig it up.
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19:28 | troy_s | slikdigit: You could generate those LUTs very easily.
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19:36 | dmjnova | troy_s: from my understanding you usually *can* program the GPU to give you quality but you sacrifice a significant amount of the performance gain.
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19:37 | troy_s | dmjnova: Possibly. Not too familiar with that aspect, other than the GLSL shaders seem to work fine for some algos and others not so much.
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19:37 | troy_s | dmjnova: (CUDA / OpenCL being another creature altogether of course)
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19:41 | dmjnova | I'm talking specifically about CUDA and OpenCL
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19:42 | dmjnova | and the single/double precision calculations
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19:42 | troy_s | dmjnova: Most of the accel code I see is shader
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19:42 | dmjnova | ah
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19:55 | lab-bot | sebastian reopened T41: Create crowd funding backer FAQ article as "Open". http://lab.apertus.org/T41
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20:20 | lab-bot | sebastian-test committed rBH52cd73b4d336: added new backplate variant and top plate riser (authored by sebastian-test).
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20:49 | lab-bot | sebastian created T103: update header bar that connects our platforms together. http://lab.apertus.org/T103
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