[Bf-vfx] Formats and Color

Andrew Hunter andrew at aehunter.net
Mon Apr 9 18:35:30 CEST 2012


Hey Ton,

On Mon, Apr 9, 2012 at 8:45 AM, Ton Roosendaal <ton at blender.org> wrote:
> Hi Andrew,
>
> You jump to conclusions on issues too quick:
>
>>>> comments on the mango blog about how the author of the DPX code didn't know
>>>> that there were more than one log curve that could be used shows the folly
>>>> of embeding that transform at that level. If something isn't correct, there
>>>> is no way for the user to adjust.
>
>
> - He is not the author of the DPX code in blender, but a volunteer fixing up errors in DPX code.

My apologies then. I am not intending to humiliate someone, rather
illustrate a design flaw in the code.

> - By design, Blender demands that all float buffers internally are linear. The code to read/write dpx should keep the log or any other curves locally only on file I/O level.
>
> - The DPX test by Sebastian was only because the Sony software has OpenEXR and DPX output from raw. We never intended to use this in the pipeline.

Then it is all moot.

>> Loading EXR files clamps the range to 0-1, which if the file is
>> scene-linear, throws out much of the data. Further more, many of the
>> image nodes clamp to the same 0-1 range.
>
> - Blender allows exr to save and read out all values betwen plus and minus infinity.
>
> - Composite nodes also allow unlimited RGB ranges, with only exceptions where needed (prevent negative blur size, color range mapping, etc).
>
> For the rest of it, I have the impression it's all being made too complicated. Let's try to stick to design ideas for an efficient workflow for Blender, which is for 3d artists (who are not color experts) specifically. I am sure we can keep it nice simple, and still satisfy strict color quality demands :)

Fair enough. If you intend to make your final aesthetic decisions with
regards to color in blender, you'll need to get color managment
sorted. It is possible to make it simple to the artist :)

The reason why I brought up ACES in the first place is that it is a
public standard that is well defined and supported by the
manufacturer. That should be easier to get a consistent (across
platforms and displays etc) with that.

[...]

Sincerely,

Andrew


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