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I thought working in log space caused nonlinear operations to calculate incorrectly. Things like gamma adjustments or colorcurves come to mind.
I know flame operators will sometimes work in log space in order to maintain floating data and use a LUT to display the image properly.
But that's because flame can't use float data nativly. But since shake handles float what's the advantage of working in log?
On 7/6/07, Greg Smith
<greg(at)stanwinston.com> wrote:we composite with Shake, our compositors will actually convert
everything to 10-bit Log space before using it for compositing.
Greg
On Fri, 2007-07-06 at 11:24 -0400, Kris Rivel wrote: > So what's your typical process going from float Tiff to compositing?
> Are you compositing in Flame, Inferno, Shake, AE, Fusion? Just > curious I guess as to how these compositing packages read floating > point files....not too familiar with anything higher than 8bit. >
> Kris > > On 7/6/07, Greg Smith <greg(at)stanwinston.com> wrote: > I only use 8 bit for simple tests, anything for production > will either
> be 16bit or float, that way the compositors have more to play > with and > less chance of banding occuring when they really push the > colors. As far > as Format, Tiff has been the default only because it supports
> 8,16, and > Float. However OpenEXR has my attention as a viable > replacement, since > Tiff's can be finicky at times. > > Greg >
> On Fri, 2007-07-06 at 10:20 -0400, Kris Rivel wrote: > > Just curious what format and bit depth people are rendering > out at > > these days. I still mostly do 8bit SGI but I was just
> curious what > > the new trends are. For anyone rendering out in floating > point; what > > is your typical process going from render to output? > >
> > Kris > > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following > text in body: > unsubscribe xsi
>
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