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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

REDCINE-X Saturation ???

Graeme, there is a problem with the Red channel in RCX I think, I just Download both RCX last version and the Photoshop plugin. Using the same exact settings for both images, the saturation slider on RCX behaves extrange.. Take a look a the pictures below, both exported to Photoshop.


RCX Saturation 2.00


RCX_zps7bdf6acd.jpg




Photoshop Saturation 70%


PS_zps5fb54232.jpg
 
Pablo, it's not strange, it's just different. The saturation in RC-X is done in linear light ahead of the tone curve, whereas in PSD you're doing saturation post-gamma correction. They're bound to look different.

Graeme
 
Yes Mike, so if you want post-gamma saturation, it's available for you to use there.

Graeme
 
Pablo, it's not strange, it's just different. The saturation in RC-X is done in linear light ahead of the tone curve, whereas in PSD you're doing saturation post-gamma correction. They're bound to look different.

Graeme

Post gamma, got it, thanks Graeme, I don't use much saturation anyway, I prefer the color wheels, and sometimes one can saturate just by adding some contrast to the scene. Good info.
 
I came across this thread today after having some odd results with the R3D saturation. We had it set in-camera to 1.2 and a yellow-orange wall looked strikingly yellow. For the rest of the shoot, I never noticed anything like that, but this particular color of paint didn't jive with the saturation boost.
As a test, I brought the clip into Resolve, reset R3D saturation to 1.0, and raised the Resolve saturation until the radius matched on my vectorscope. Now the vectorscope was clearly rotated more toward orange.
I understand from Graeme that linear space behaves differently (than what?), but I think my take-away from this is to generally stay away from the R3D saturation control, since it seems to not affect all colors evenly.
 
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