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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 :)

DaVinci Resolve 16.2 is now available

I Kinda thought that the REDWideGamut/ Log3G10 IDT for Aces would work the same way as all other IDT's but it seemed not to.

Here is a Red RAW .r3d file inside of a ACEScc Project.

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Here is a ProRes 4444XQ in " Primary Raw Development RWGLOG3G10" out of Redcine-X, Basically Red's Log. I applied the "REDWideGamut/ Log3G10 IDT" and got the following.

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Here is the Red Raw.R3d file in an ACEScc project with "REDWideGamut/ Log3G10 IDT" entered into the "ACES Input Device Transform". With the "REDWideGamut/ Log3G10 IDT" and "No Input Transform" entered it looked the same

Screenshot-845.png


Here it is before corrections

original-4010-k-1-2-1.jpg



Here it is With corrections. The Highlights are at 100IRE and the Shadows are at 0-IRE without being "Blown Out". It has what looks like a "Soft" or "Medium" Highlight- Rolloff of Ipp2, I don't mean in the Highs in the Parade Scope, I mean in general appearance. The Yellows/Orange colors look to be almost or actually "Out Of Gamut".

without-GM-test-1-2-5.jpg


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Here is the Image with the "Gamut Mapping" OFX applied. The Highlights have a better Roll-Off, The Shadows are not at 0-IRE and the Colors stay "In Gamut". The Highlights have a 'Very Soft" IPP2 highlight Roll-Off appearance.

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With-GM-TEST-1-2-6.jpg


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Less Skin Saturation. I looked through the nodes and realized that the Saturation was dialed up a little high.

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This Is How I hoped the "REDWideGamut/ Log3G10 IDT"would work.

here are two Arri files 1) a ARRIRAW HDE( High Density Encoding) File and 2) the same file Transcoded into "ProRes 4444XQ" Log-C in ARRI Raw Converter.

The ARRIRAW HDE file should automatically be properly transformed once it is imported into Resolve. The ARRI ProRes 4444XQ file will need to be transformed with the correct "ACES IDT( Input Device Transform). Both should look the same in the same timeline and they do.


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With more research, I found how to get the "REDWideGamut/ Log3G10 IDT" to work the way it should.


1) first, in Redcine-X, you have to use these "Export" settings for "ProRes" export and whatever flavor of ProRes you want..

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2) The ProRes File comes into an ACES workflow in Resolve looking like this.

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3) Now when you apply the "REDWideGamut/ Log3G10 IDT" from the "ACES Input Transform" menu it looks like this. The Same as the Raw R3d did.


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Red Raw. R3D file in Aces Workflow

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ProRes Transcoded R3D File with "REDWideGamut/ Log3G10 IDT" applied In ACES workflow

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BTW,

You will have to use the "Down-Arrow" key on your keyboard to access any of the IDTs below the "Canon C700 LOG3 Tungsten 2020" IDT. Select any one of the IDTs to the right, then press the "Down-Arrow" key
 
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100% Free Searchable Sound Library - Davinci Resolve 16.2

By
John’s Films

 
Wasn't there a thread where Jarred said they raced to get it in the SDK before RCXp so everyone could take advantage?
 
I think I believe that was about the Nvidia support for real-time playback of R3d files, If I remember correctly.
 
But I did find something that supports what you said.

20200309-173533.jpg
 
Davinci Resolve 16.2 updates!! Sound library, scopes, and 32 bit audio!


By Dave Andrade - Post. Color. Gear.

 
After doing some re-testing multiple times, It appears now both of these export settings work with the "REDWideGamut/ Log3G10 IDT"


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Does anyone with a nvidia gtx 1080TI have any new problems with this new update? Please step forward=)
 
Rohit, looks like some great work on this release, thank you!

I need to express a concern though and it’s in regards to ProRes RAW support in Resolve. I’ll assume you’re not able to discuss this one way or another but as someone who not only uses RED cameras but a variety of other cameras and codecs, I’m frustrated as an enduser to not be able to capture ProRes RAW, edit in FCPX, and then finish in Resolve with the RAW files. I would appeal to BMD to find a way to work with Apple to get this integrated in Resolve. I understand BMD has BRAW but I don’t think it makes sense to keep ProRes RAW out for that reason because as an enduser, I might use both formats depending on the project. I thought perhaps it was an Apple thing, and maybe it is, but then I saw Scratch and Baselight get ProRes RAW support.

So, if you are able to pass this along to powers that be that this is something endusers want, I would really appreciate it. I believe that Resolve should remain codec agnostic as much as possible, assuming that the providers of the codec help you integrate it.

Thanks!
 
But I did find something that supports what you said.

20200309-173533.jpg

Yeah, that was pretty much it, but even more recently I seem to recall Jarred saying something to the effect of not spending time on a Metal-enabled RCXP, and instead putting those resources towards getting the Metal-enabled SDK out the door first (in order for 3rd parties to implement it faster).

Since that was Dec 2019, and 7.2.1 came out in Feb, I figured it was the SDK that had it in there. Guess not. :(

Rohit, is there any rough ETA for the Metal-acelerated r3d release?
 
Mike,

Found what you were talking about, but again that was back in December.

20200310-125104.jpg


I see something about Metal Acceleration in SDK 7.1.0 back in April of last year, but I don't know exactly what that did.

20200310-125650.jpg
 
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YEAH! That's the one!

I believe 'REDMetal image processing' in SDK 7.1 was updating the image processing acceleration that was previously OpenCL and CUDA only (worked on the artist formerly known as Alchemy Group and similar image tweaking) and not decompression, which is where the playback/rendering performance improvements come into play (and what the Rocket cards previously did).

Anyway, the thick plottens; so in Dec 2019 RED had Metal accelerated decompression in an updated SDK (that went out to 3rd parties), then they released 7.2.1 in Feb 2020 (which is what was implemented in Resolve 16.2), but that apparently *doesn't* have Metal accelerated decompression?

Sorry if it sounds like I'm pooping on the work being done on GPU accelerated r3d decompression (because obviously I appreciate the the thought), but the roll out has been a little clunky. On the CUDA/PC side, it took from summer-2018 announcement, to spring-2019 SDK, to winter-2019 Resolve implementation (~18mths). In that time, hardware brute-force caught-up and here we are a year after the SDK and is the CUDA acceleration even in most-used 3rd party software? It's looking like Metal will be the same, and given that apple's proprietary stuff usually runs 20% slower than the alternatives, the performance improvement might be less significant.
 
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