[Bf-committers] Color Balance & Color wheel issue

François T. francoistarlier at gmail.com
Sat Jul 24 13:08:29 CEST 2010


sorry forgot to change the subject :(

>
> answering in the mail with [FRANCOIS] tag
>
>
> > > First of all the Color Wheel :
> > > - it is really jerky (not smooth)
> > do you mean it moves to fast? (I was using 1/10th by default but
> > brecht and ton didnt like this), This could also be because big
> > calculations are going on as the color is changing (threaded UI of
> > some sort could solve too but probably not happening any time soon)
> >
>
> [FRANCOIS] it does look more like a threading issue. moving > update >
> moving again. seems like the compute slow down the color wheel
>
>
>
>
>
> > > - the brightness sidebar is affected (doesn't do that in MBL)
> > Agree, we could correct the UI to compensate for this.
> > Sidebar changing, for gain & gamma (not lift), MBL keeps the color's
> > combine magnitude but your right that it doesn't move the value bar.
> > Keeping the magnitude gives good results IMHO, it allows changing the
> > color without darkening the image. So we could have this bar show the
> > combine value of RGB and it would behave as you'd expect. but I dont
> > see this as highly important either.
> >
>
> [FRANCOIS] I didn't meant any of this was highly important, I was just
> giving my feedback. In color process, you usually set the brightness and
> then move into this space to pick the color. makes adjustment just easier.
> (IMO)
>
>
>
>
> > - brightness only go up to 2 (I believe MBL is 10)
> > This is very easy to change, I didnt get useful results with values
> > above 2 so I set this, but if there is some example of how its useful
> > we could change.
> >
>
>
> [FRANCOIS] it really depends how wide the range is. In case you want to
> burn
> out your blacks you might need something about 2. also if you previously
> low
> down your blacks and they don't get clipped (there are not supposed to
> right
> ? ) might be usefull to bring them up back. But if I found the example I'll
> send it to you. That's true in the absolute we don't need it.
>
>
>
>
>
>
> > > - cubic color selection is something good, but since the second
> > modification
> > > to it, it does feel less natural
> > See what you mean, the precision is kept high in the middle rather
> > then moved to the location of the mouse click. (indecently float
> > buttons in 2.4x had higer precision around the initial location), I'd
> > not be against this different behavior but just see this as a
> > different way to get higher accuracy when selecting color.
> > Having the precision in the middle is mainly because you often want to
> > selected a subtle shade of white.
> >
>
>
>
> [FRANCOIS] true, but since the brightness is also changed as you move, you
> will want to go out of the middle pretty often no ?
>
>
>
>
>
>
> > - releasing the color wheel do not move the mouse to the new position,
> > which
> > > make fine tuning from this release point very hard
> > > but I must say the finest selection with SHIFT is awesome :)
> > Agree, this could be added, however with subpixel precision the second
> > click would be different, unless you add compensation eg: <1 pixel
> > float xy offset which is re-applied on top of the mouse location.
> > Would be a nice touch, again not high priority for me now.
> >
>
>
> [FRANCOIS] at least is will be much closer, because right now it's really
> frustrating to get your old color back if you are not careful
>
>
>
>
>
>
> >
> > > for the Color Balance part, I don't quite understand what as been
> change?
> > I
> > > did some test before with the exact same value on both side (AE MBL &
> > > Blender's Color Balance) and I had the exact same result. As far as I
> was
> > > setting both with the same Color space environment (linear or
> > non-linear).
> > > I didn't push the test as far as before, but it doesn't feel the same,
> I
> > > can't quite understand what it is yet but it's feeling funny. Am I the
> > only
> > > one having this sensation ?
> >
> > The change I made was with lift, it was being added, now its like an
> > inverted gain (scales color around white), with some subtle changes
> > for values above 1.0 (like MBL, which tends to give more useful
> > results, adding was clipping and looked ugly)
> >
>
> [FRANCOIS] the ugly part is exactly the same in MBL. Have you tried it with
> linear color space in AE (it is not set as defaut like in Blender) ? I
> asked
> Stu (the guy who design the application with Red Giant Software) about it,
> and he told me it was normal and LGG was supposed to work with non-linear
> (gamma corrected) image. So maybe the node should re-gamma correct the
> input
> when blender is set to CM, then re-linearize the output.
> Would that work ?
>
>
> Thanks
>
> Fran?ois,
>
>
>


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