Frank Cueto
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After reading several threads about dailies and debayering I decided to share some thoughts & observations and maybe learn something in the process.
At times digital cameras (looking at you RED, but not exclusively) will drop a line of pixels vertically (never seen this horizontally though), have a dead/stuck pixel or display fixed pattern noise.
Sometimes this is caught during the dailies process and sometimes its only noticed once we get to DI.
Another interesting thing is that some of these artifacts only make themselves present under a full debayer but NOT under a half or lesser debayer.
Herein lies the fulcrum of this argument.
When we do half-debayers and other compromises, are we putting ourselves at risk of not having enough fidelity in our intermediate footage as to miss these things? I know it has happened to me in the past
but I had never had an urgent need to delve into this subject since we do our .r3d processing in a dual rocket setup. Now with dragon, RR-X and GPU debayering its starting to become something that I *think* might need a bit more attention from our end
to make sure all is swell.
Some people have suggested adding a QC portion to the process before we start cranking. Although logical and probably well-looked upon by the DoP, I don't know what inefficiencies this might bring to the overall project and if they are a worthy trade off.
any insights out there?
At times digital cameras (looking at you RED, but not exclusively) will drop a line of pixels vertically (never seen this horizontally though), have a dead/stuck pixel or display fixed pattern noise.
Sometimes this is caught during the dailies process and sometimes its only noticed once we get to DI.
Another interesting thing is that some of these artifacts only make themselves present under a full debayer but NOT under a half or lesser debayer.
Herein lies the fulcrum of this argument.
When we do half-debayers and other compromises, are we putting ourselves at risk of not having enough fidelity in our intermediate footage as to miss these things? I know it has happened to me in the past
but I had never had an urgent need to delve into this subject since we do our .r3d processing in a dual rocket setup. Now with dragon, RR-X and GPU debayering its starting to become something that I *think* might need a bit more attention from our end
to make sure all is swell.
Some people have suggested adding a QC portion to the process before we start cranking. Although logical and probably well-looked upon by the DoP, I don't know what inefficiencies this might bring to the overall project and if they are a worthy trade off.
any insights out there?