[Bf-committers] color wheel upside down

Xavier Thomas xavier.thomas.1980 at gmail.com
Tue Jan 18 15:01:27 CET 2011


The color wheels are HSV, there is no standrad way to represent them but
using some of the more commom math/trigo rules:
a Hue of 0º (Red should be on the +X axis) and rotaion go in the
trigonometric sense (conterclock wise)

Scopes have nothing to do with this:
Colorwheels are represented in HSV space with HS beeing used as polar
coordinates
Vectorscope is in YUV sapce with UV beeing used as cartesian coordinates


Xavier


2011/1/18 Troy Sobotka <troy.sobotka at gmail.com>

> > Look at Blender ones, the red is at the bottom, while all in that page
> > put it at the top or the right side, following typical starts for
> > clocks or angles (resp.). That is what he is pointing, that Blender is
> > yet another style with hard to explain "0 points down".
>
> As opposed to 0 being lower left or middle right?
>
> There certainly is no such thing as a standard here from what research
> is available.
>
> > And if the video scopes do something else as he pointed, that is
> > really bad, because it is inconsistent with itself and only causes
> > headaches.
>
> Agree. Xat and Matt would be able to help on the reasoning behind the
> scopes.
>
> Unifying the wheel orientations for internal consistency makes solid
> design sense.
>
> As to models to follow, it comes down to audience. If the audience is
> a grading specialist, probably following Resolve or Lustre makes
> sense.
>
> Just throwing it out there...
>
> Lustre:
> http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
> Avid:
> http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
> Davinci Resolve:
> http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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